diff --git a/shaders/xonotic/1.shader_test b/shaders/xonotic/1.shader_test
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+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_GENERIC
+#define USEDIFFUSE
+
+#define USEVIEWTINT
+#define USECOLORMAPPING
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+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_GENERIC
+#define USEDIFFUSE
+
+#define USEVIEWTINT
+#define USECOLORMAPPING
+
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+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/10.shader_test b/shaders/xonotic/10.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..7fe915d5baead60cafb7445f1b55bf50468c5847
--- /dev/null
+++ b/shaders/xonotic/10.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
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+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/13.shader_test b/shaders/xonotic/13.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..2222848e8a1a032900dc6a4108b4292801598c26
--- /dev/null
+++ b/shaders/xonotic/13.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_VERTEXCOLOR
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_VERTEXCOLOR
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/16.shader_test b/shaders/xonotic/16.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..6162e22a03a8b344b4147b306263cfa607be8c76
--- /dev/null
+++ b/shaders/xonotic/16.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_VERTEXCOLOR
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_VERTEXCOLOR
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/19.shader_test b/shaders/xonotic/19.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..4e41756f61b30da519885b8e67aa712c1349d79d
--- /dev/null
+++ b/shaders/xonotic/19.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_VERTEXCOLOR
+
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_VERTEXCOLOR
+
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/22.shader_test b/shaders/xonotic/22.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..980147b3fee3122fe6d6768725e58ea2519991d2
--- /dev/null
+++ b/shaders/xonotic/22.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_VERTEXCOLOR
+
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_VERTEXCOLOR
+
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/25.shader_test b/shaders/xonotic/25.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..67747fcb4db1006c755d063ce05a28d3daedf882
--- /dev/null
+++ b/shaders/xonotic/25.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/28.shader_test b/shaders/xonotic/28.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..660ac6fe753ccbc691df603549627cd9f7d27281
--- /dev/null
+++ b/shaders/xonotic/28.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/31.shader_test b/shaders/xonotic/31.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..a3f27b5dae23e320fe023dc072fd9d2d4175c6ec
--- /dev/null
+++ b/shaders/xonotic/31.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/34.shader_test b/shaders/xonotic/34.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..3eb8d277296827d96e04088e553bc98545fb43d4
--- /dev/null
+++ b/shaders/xonotic/34.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/37.shader_test b/shaders/xonotic/37.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..b3919c85bca0e1a01f84d2c562638bcf0a8d46ed
--- /dev/null
+++ b/shaders/xonotic/37.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/4.shader_test b/shaders/xonotic/4.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..1feb316b931767325020479dcf6a43ca0a3e38ad
--- /dev/null
+++ b/shaders/xonotic/4.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_GENERIC
+#define USEDIFFUSE
+
+#define USEVIEWTINT
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_GENERIC
+#define USEDIFFUSE
+
+#define USEVIEWTINT
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/40.shader_test b/shaders/xonotic/40.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..b654e9a19e14a01e5f680cf00ddb32a658a107d1
--- /dev/null
+++ b/shaders/xonotic/40.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/43.shader_test b/shaders/xonotic/43.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..807246afe91c23af5ea6603b27ca84c13f8b285d
--- /dev/null
+++ b/shaders/xonotic/43.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/46.shader_test b/shaders/xonotic/46.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..75de8bde3199e10e522d36bce36be8050d1ba80e
--- /dev/null
+++ b/shaders/xonotic/46.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/49.shader_test b/shaders/xonotic/49.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..7e429ad14047d13f96816895ece12b14eecf6db2
--- /dev/null
+++ b/shaders/xonotic/49.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/52.shader_test b/shaders/xonotic/52.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..be408e0bc4ef7c398f1d6cb00e7dd33955333b74
--- /dev/null
+++ b/shaders/xonotic/52.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/55.shader_test b/shaders/xonotic/55.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..df33d42ec69f1e7025c56dc996cc97b6b261930e
--- /dev/null
+++ b/shaders/xonotic/55.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/58.shader_test b/shaders/xonotic/58.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..5a193721c21ba0b217a6229a568f455ed1a45cff
--- /dev/null
+++ b/shaders/xonotic/58.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/61.shader_test b/shaders/xonotic/61.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..0bf7b6dc8919b0ed0cddfd584458f665d21ce755
--- /dev/null
+++ b/shaders/xonotic/61.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_VERTEXCOLOR
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEALPHAKILL
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_VERTEXCOLOR
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEALPHAKILL
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/64.shader_test b/shaders/xonotic/64.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..ed8df7bfcb3c90d1c709afaff24edc1a9aab142a
--- /dev/null
+++ b/shaders/xonotic/64.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_REFRACTION
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_REFRACTION
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/67.shader_test b/shaders/xonotic/67.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..aacec1a52ad8676f2067cf291b3910731880f97d
--- /dev/null
+++ b/shaders/xonotic/67.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+
+#define USEREFLECTCUBE
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/7.shader_test b/shaders/xonotic/7.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..eb8a363622a576187c7a033b66c002a3631ba64a
--- /dev/null
+++ b/shaders/xonotic/7.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_GENERIC
+
+
+#define USEVIEWTINT
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_GENERIC
+
+
+#define USEVIEWTINT
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/70.shader_test b/shaders/xonotic/70.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..968f2fb687c4880b6ee8d52b2d7dacc50c25b252
--- /dev/null
+++ b/shaders/xonotic/70.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEALPHAKILL
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEALPHAKILL
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/73.shader_test b/shaders/xonotic/73.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..5fdc08447fe5dee230debfc1b93a8f6ea2718bec
--- /dev/null
+++ b/shaders/xonotic/73.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEALPHAKILL
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+#define USECOLORMAPPING
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEALPHAKILL
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/76.shader_test b/shaders/xonotic/76.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..afa92ae422f06f7204558b5bcf595a585f69bf1d
--- /dev/null
+++ b/shaders/xonotic/76.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_VERTEXCOLOR
+
+#define USEVERTEXTEXTUREBLEND
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_VERTEXCOLOR
+
+#define USEVERTEXTEXTUREBLEND
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/xonotic/79.shader_test b/shaders/xonotic/79.shader_test
new file mode 100644
index 0000000000000000000000000000000000000000..4248073192f48980241b85dddfe57aae0788e903
--- /dev/null
+++ b/shaders/xonotic/79.shader_test
@@ -0,0 +1,3623 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+#define GLSL120
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+#define USEALPHAKILL
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+
+[fragment shader]
+#version 120
+#define GLSL120
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+
+
+
+
+
+
+
+
+
+
+
+#define USEGLOW
+
+
+
+
+
+
+
+
+
+
+#define USEALPHAKILL
+
+
+
+
+
+
+
+
+
+
+#define USEEXACTSPECULARMATH
+
+
+
+
+#define USEBOTHALPHAS
+#define USEOFFSETMAPPING_LOD
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+// shadowmapping enhancements by Lee 'eihrul' Salzman
+
+#if defined(USESKELETAL) || defined(USEOCCLUDE)
+#  ifdef GL_ARB_uniform_buffer_object
+#    extension GL_ARB_uniform_buffer_object : enable
+#  endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+#   extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+#   extension GL_ARB_texture_gather : enable
+# else
+#   ifdef GL_AMD_texture_texture4
+#     extension GL_AMD_texture_texture4 : enable
+#   endif
+# endif
+#endif
+
+#ifdef USECELSHADING
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
+# endif
+#else
+# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
+# else
+#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
+# endif
+#endif
+
+#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
+invariant gl_Position; // fix for lighting polygons not matching base surface
+# endif
+#if defined(GLSL130) || defined(GLSL140)
+precision highp float;
+# ifdef VERTEX_SHADER
+#  define dp_varying out
+#  define dp_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+out vec4 dp_FragColor;
+#  define dp_varying in
+#  define dp_attribute in
+# endif
+# define dp_offsetmapping_dFdx dFdx
+# define dp_offsetmapping_dFdy dFdy
+# define dp_textureGrad textureGrad
+# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture
+# define dp_texture3D texture
+# define dp_textureCube texture
+# define dp_shadow2D(a,b) float(texture(a,b))
+#else
+# ifdef FRAGMENT_SHADER
+#  define dp_FragColor gl_FragColor
+# endif
+# define dp_varying varying
+# define dp_attribute attribute
+# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
+# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
+# define dp_textureGrad(a,b,c,d) texture2D(a,b)
+# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define dp_texture2D texture2D
+# define dp_texture3D texture3D
+# define dp_textureCube textureCube
+# define dp_shadow2D(a,b) float(shadow2D(a,b))
+#endif
+
+// GL ES and GLSL130 shaders use precision modifiers, standard GL does not
+// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
+#ifndef GL_ES
+#define lowp
+#define mediump
+#define highp
+#endif
+
+#ifdef USEDEPTHRGB
+	// for 565 RGB we'd need to use different multipliers
+#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
+#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
+#endif
+
+#ifdef VERTEX_SHADER
+dp_attribute vec4 Attrib_Position;  // vertex
+dp_attribute vec4 Attrib_Color;     // color
+dp_attribute vec4 Attrib_TexCoord0; // material texcoords
+dp_attribute vec3 Attrib_TexCoord1; // svector
+dp_attribute vec3 Attrib_TexCoord2; // tvector
+dp_attribute vec3 Attrib_TexCoord3; // normal
+dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
+#ifdef USESKELETAL
+//uniform mat4 Skeletal_Transform[128];
+// this is used with glBindBufferRange to bind a uniform block to the name
+// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
+// directly accessible without a namespace.
+// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
+uniform Skeletal_Transform12_UniformBlock
+{
+	vec4 Skeletal_Transform12[768];
+};
+dp_attribute vec4 Attrib_SkeletalIndex;
+dp_attribute vec4 Attrib_SkeletalWeight;
+#endif
+#endif
+dp_varying mediump vec4 VertexColor;
+
+#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
+# define USEFOG
+#endif
+#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
+# define USELIGHTMAP
+#endif
+#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
+# define USEEYEVECTOR
+#endif
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3 half3
+//# define myhalf4 half4
+//# define cast_myhalf half
+//# define cast_myhalf2 half2
+//# define cast_myhalf3 half3
+//# define cast_myhalf4 half4
+//#else
+# define myhalf mediump float
+# define myhalf2 mediump vec2
+# define myhalf3 mediump vec3
+# define myhalf4 mediump vec4
+# define cast_myhalf float
+# define cast_myhalf2 vec2
+# define cast_myhalf3 vec3
+# define cast_myhalf4 vec4
+//#endif
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewProjectionMatrix;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef USETRIPPY
+// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
+// tweaked scale
+uniform highp float ClientTime;
+vec4 TrippyVertex(vec4 position)
+{
+	float worldTime = ClientTime;
+	// tweaked for Quake
+	worldTime *= 10.0;
+	position *= 0.125;
+	//~tweaked for Quake
+	float distanceSquared = (position.x * position.x + position.z * position.z);
+	position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
+	float y = position.y;
+	float x = position.x;
+	float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
+	position.y = x*sin(om)+y*cos(om);
+	position.x = x*cos(om)-y*sin(om);
+	return position;
+}
+#endif
+#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+dp_varying highp float Depth;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = gl_Position.z;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEDEPTHRGB
+	dp_FragColor = encodedepthmacro(Depth);
+#else
+	dp_FragColor = vec4(1.0,1.0,1.0,1.0);
+#endif
+}
+#endif
+#else // !MODE_DEPTH_ORSHADOW
+
+
+
+
+#ifdef MODE_POSTPROCESS
+dp_varying mediump vec2 TexCoord1;
+dp_varying mediump vec2 TexCoord2;
+
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	TexCoord1 = Attrib_TexCoord0.xy;
+#ifdef USEBLOOM
+	TexCoord2 = Attrib_TexCoord4.xy;
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+uniform mediump vec4 BloomColorSubtract;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform mediump float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform mediump vec4 ViewTintColor;
+#endif
+//uncomment these if you want to use them:
+uniform mediump vec4 UserVec1;
+uniform mediump vec4 UserVec2;
+// uniform mediump vec4 UserVec3;
+// uniform mediump vec4 UserVec4;
+// uniform highp float ClientTime;
+uniform mediump vec2 PixelSize;
+
+#ifdef USEFXAA
+// graphitemaster: based off the white paper by Timothy Lottes
+// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
+vec4 fxaa(vec4 inColor, float maxspan)
+{
+	vec4 ret = inColor; // preserve old
+	float mulreduct = 1.0/maxspan;
+	float minreduct = (1.0 / 128.0);
+
+	// directions
+	vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
+	vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
+	vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
+	vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
+	vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
+
+	// luminance directions
+	vec3 luma = vec3(0.299, 0.587, 0.114);
+	float lNW = dot(NW, luma);
+	float lNE = dot(NE, luma);
+	float lSW = dot(SW, luma);
+	float lSE = dot(SE, luma);
+	float lM = dot(M, luma);
+	float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
+	float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
+
+	// direction and reciprocal
+	vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
+	float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
+
+	// span
+	dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
+
+	vec3 rA = (1.0/2.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
+	vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
+		dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
+		dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
+	float lB = dot(rB, luma);
+
+	ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
+	ret.a = 1.0;
+	return ret;
+}
+#endif
+
+void main(void)
+{
+	dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
+
+#ifdef USEFXAA
+	dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+#if defined(USERVEC1) || defined(USERVEC2)
+	float sobel = 1.0;
+	// vec2 ts = textureSize(Texture_First, 0);
+	// vec2 px = vec2(1/ts.x, 1/ts.y);
+	vec2 px = PixelSize;
+	vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;
+	vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;
+	vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
+	vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;
+	vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
+	vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
+	vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;
+	vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
+	float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
+	float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
+	float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
+	float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
+	float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
+	float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
+	float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
+	float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
+	float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
+	float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
+	float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
+	float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
+	sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;
+	dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;
+	dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
+	dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
+#endif
+#endif
+
+#ifdef USEBLOOM
+	dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
+#endif
+
+#ifdef USEVIEWTINT
+	dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
+#endif
+
+#ifdef USESATURATION
+	//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+	float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+	// 'vampire sight' effect, wheres red is compensated
+	#ifdef SATURATION_REDCOMPENSATE
+		float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+		dp_FragColor.r += rboost;
+	#else
+		// normal desaturation
+		//dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
+		dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
+	#endif
+#endif
+
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+}
+#endif
+#else // !MODE_POSTPROCESS
+
+
+
+
+#ifdef MODE_GENERIC
+#ifdef USEDIFFUSE
+dp_varying mediump vec2 TexCoord1;
+#endif
+#ifdef USESPECULAR
+dp_varying mediump vec2 TexCoord2;
+#endif
+uniform myhalf Alpha;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+	VertexColor = Attrib_Color;
+#ifdef USEDIFFUSE
+	TexCoord1 = Attrib_TexCoord0.xy;
+#endif
+#ifdef USESPECULAR
+	TexCoord2 = Attrib_TexCoord1.xy;
+#endif
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+#endif
+#ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+
+void main(void)
+{
+#ifdef USEVIEWTINT
+	dp_FragColor = VertexColor;
+#else
+	dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+#ifdef USEDIFFUSE
+# ifdef USEREFLECTCUBE
+	// suppress texture alpha
+	dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
+# else
+	dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
+# endif
+#endif
+
+#ifdef USESPECULAR
+	vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
+# ifdef USECOLORMAPPING
+	dp_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+	dp_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+	dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
+# endif
+#endif
+#ifdef USEGAMMARAMPS
+	dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
+	dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
+	dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
+#endif
+#ifdef USEALPHAKILL
+	dp_FragColor.a *= Alpha;
+#endif
+}
+#endif
+#else // !MODE_GENERIC
+
+
+
+
+#ifdef MODE_BLOOMBLUR
+dp_varying mediump vec2 TexCoord;
+#ifdef VERTEX_SHADER
+void main(void)
+{
+	VertexColor = Attrib_Color;
+	TexCoord = Attrib_TexCoord0.xy;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_First;
+uniform mediump vec4 BloomBlur_Parameters;
+
+void main(void)
+{
+	int i;
+	vec2 tc = TexCoord;
+	vec3 color = dp_texture2D(Texture_First, tc).rgb;
+	tc += BloomBlur_Parameters.xy;
+	for (i = 1;i < SAMPLES;i++)
+	{
+		color += dp_texture2D(Texture_First, tc).rgb;
+		tc += BloomBlur_Parameters.xy;
+	}
+	dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
+}
+#endif
+#else // !MODE_BLOOMBLUR
+#ifdef MODE_REFRACTION
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec4 ModelViewProjectionPosition;
+uniform highp mat4 TexMatrix;
+#ifdef VERTEX_SHADER
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+#define Attrib_Position SkeletalVertex
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+	//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+#ifdef USEALPHAGENVERTEX
+	vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec2 distort = DistortScaleRefractReflect.xy;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
+}
+#endif
+#else // !MODE_REFRACTION
+
+
+
+
+#ifdef MODE_WATER
+dp_varying mediump vec2 TexCoord;
+dp_varying highp vec3 EyeVector;
+dp_varying highp vec4 ModelViewProjectionPosition;
+#ifdef VERTEX_SHADER
+uniform highp vec3 EyePosition;
+uniform highp mat4 TexMatrix;
+
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+#ifdef USEALPHAGENVERTEX
+	VertexColor = Attrib_Color;
+#endif
+	TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+	ModelViewProjectionPosition = gl_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif
+
+#ifdef FRAGMENT_SHADER
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 RefractColor;
+uniform mediump vec4 ReflectColor;
+uniform mediump float ReflectFactor;
+uniform mediump float ReflectOffset;
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+
+void main(void)
+{
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	//SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
+	// slight water animation via 2 layer scrolling (todo: tweak)
+#ifdef USEALPHAGENVERTEX
+	vec4 distort = DistortScaleRefractReflect * VertexColor.a;
+	float reflectoffset = ReflectOffset * VertexColor.a;
+	float reflectfactor = ReflectFactor * VertexColor.a;
+	vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
+#else
+	vec4 distort = DistortScaleRefractReflect;
+	float reflectoffset = ReflectOffset;
+	float reflectfactor = ReflectFactor;
+	vec4 refractcolor = RefractColor;
+#endif
+	#ifdef USENORMALMAPSCROLLBLEND
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
+	#else
+		vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
+	f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
+	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+	f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
+	f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
+	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
+	dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
+}
+#endif
+#else // !MODE_WATER
+
+
+
+
+// common definitions between vertex shader and fragment shader:
+
+dp_varying mediump vec4 TexCoordSurfaceLightmap;
+#ifdef USEVERTEXTEXTUREBLEND
+dp_varying mediump vec2 TexCoord2;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+dp_varying mediump vec3 CubeVector;
+#endif
+
+#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
+dp_varying mediump vec3 LightVector;
+#endif
+
+#ifdef USEEYEVECTOR
+dp_varying highp vec4 EyeVectorFogDepth;
+#endif
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
+#else
+# ifdef USEFOG
+dp_varying highp vec3 EyeVectorModelSpace;
+# endif
+#endif
+
+#ifdef USEREFLECTION
+dp_varying highp vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform highp vec3 LightPosition;
+dp_varying highp vec4 ModelViewPosition;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+uniform highp vec3 LightPosition;
+#endif
+uniform highp vec3 EyePosition;
+#ifdef MODE_LIGHTDIRECTION
+uniform highp vec3 LightDir;
+#endif
+uniform highp vec4 FogPlane;
+
+#ifdef USESHADOWMAPORTHO
+dp_varying highp vec3 ShadowMapTC;
+#endif
+
+#ifdef USEBOUNCEGRID
+dp_varying highp vec3 BounceGridTexCoord;
+#endif
+
+#ifdef MODE_DEFERREDGEOMETRY
+dp_varying highp float Depth;
+#endif
+
+
+
+
+
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_Glow;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+#ifdef USEGLOW
+uniform sampler2D Texture_SecondaryGlow;
+#endif
+#endif
+#ifdef USECOLORMAPPING
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+#endif
+#ifdef USEFOG
+#ifdef USEFOGHEIGHTTEXTURE
+uniform sampler2D Texture_FogHeightTexture;
+#endif
+uniform sampler2D Texture_FogMask;
+#endif
+#ifdef USELIGHTMAP
+uniform sampler2D Texture_Lightmap;
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+uniform sampler2D Texture_Deluxemap;
+#endif
+#ifdef USEREFLECTION
+uniform sampler2D Texture_Reflection;
+#endif
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+#ifdef USEDEFERREDLIGHTMAP
+#ifdef USECELOUTLINES
+uniform sampler2D Texture_ScreenNormalMap;
+#endif
+uniform sampler2D Texture_ScreenDiffuse;
+uniform sampler2D Texture_ScreenSpecular;
+#endif
+
+uniform mediump vec3 Color_Pants;
+uniform mediump vec3 Color_Shirt;
+uniform mediump vec3 FogColor;
+
+#ifdef USEFOG
+uniform highp float FogRangeRecip;
+uniform highp float FogPlaneViewDist;
+uniform highp float FogHeightFade;
+vec3 FogVertex(vec4 surfacecolor)
+{
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+	vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
+#endif
+	float FogPlaneVertexDist = EyeVectorFogDepth.w;
+	float fogfrac;
+       vec3 fc = FogColor;
+#ifdef USEFOGALPHAHACK
+	fc *= surfacecolor.a;
+#endif
+#ifdef USEFOGHEIGHTTEXTURE
+	vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
+	fogfrac = fogheightpixel.a;
+	return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#else
+# ifdef USEFOGOUTSIDE
+	fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
+# else
+	fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+# endif
+	return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
+#endif
+}
+#endif
+
+#ifdef USEOFFSETMAPPING
+uniform mediump vec4 OffsetMapping_ScaleSteps;
+uniform mediump float OffsetMapping_Bias;
+#ifdef USEOFFSETMAPPING_LOD
+uniform mediump float OffsetMapping_LodDistance;
+#endif
+vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
+{
+	float i;
+	// distance-based LOD
+#ifdef USEOFFSETMAPPING_LOD
+	//mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+	//mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
+	mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	// stupid workaround because 1-step and 2-step reliefmapping is void
+	mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
+#else
+	mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
+#endif
+	mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
+	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
+#else
+	#define ScaleSteps OffsetMapping_ScaleSteps
+#endif
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+	float f;
+	// 14 sample relief mapping: linear search and then binary search
+	// this basically steps forward a small amount repeatedly until it finds
+	// itself inside solid, then jitters forward and back using decreasing
+	// amounts to find the impact
+	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
+	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
+	vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
+	OffsetVector *= ScaleSteps.z;
+	for(i = 1.0; i < ScaleSteps.y; ++i)
+		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
+	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
+		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
+	return RT.xy;
+#else
+	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
+	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
+	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
+	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
+	OffsetVector *= ScaleSteps.z;
+	for(i = 0.0; i < ScaleSteps.y; ++i)
+		TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
+	return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+#endif
+
+#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#if defined(USESHADOWMAP2D)
+uniform mediump vec4 ShadowMap_TextureScale;
+uniform mediump vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAP2D)
+# ifdef USESHADOWMAPORTHO
+#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
+# else
+#  ifdef USESHADOWMAPVSDCT
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m = max(max(adir.x, adir.y), adir.z);
+	vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
+#ifdef USEDEPTHRGB
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  else
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+	vec3 adir = abs(dir);
+	float m; vec4 proj;
+	if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
+	if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
+#ifdef USEDEPTHRGB
+	return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
+#else
+	vec2 mparams = ShadowMap_Parameters.xy / m;
+	return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
+#endif
+}
+#  endif
+# endif
+#endif // defined(USESHADOWMAP2D)
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+	vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
+	float f;
+
+#  ifdef USEDEPTHRGB
+#   ifdef USESHADOWMAPPCF
+#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
+#    if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#    else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#    endif
+#   else
+	f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
+#   endif
+#  else
+#   ifdef USESHADOWSAMPLER
+#     ifdef USESHADOWMAPPCF
+#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  
+	vec2 offset = fract(shadowmaptc.xy - 0.5);
+   vec4 size = vec4(offset + 1.0, 2.0 - offset);
+#       if USESHADOWMAPPCF > 1
+   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
+   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
+		(2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
+		(4.0/25.0)*texval(center);
+#       else
+	vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
+	f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
+#       endif        
+#     else
+	f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
+#     endif
+#   else
+#     ifdef USESHADOWMAPPCF
+#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+#       ifdef GL_ARB_texture_gather
+#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
+#       else
+#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
+#       endif
+	vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
+#       if USESHADOWMAPPCF > 1
+   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
+   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
+   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
+   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));
+   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));
+   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));
+   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));
+   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));
+   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));
+	vec4 locols = vec4(group1.ab, group3.ab);
+	vec4 hicols = vec4(group7.rg, group9.rg);
+	locols.yz += group2.ab;
+	hicols.yz += group8.rg;
+	vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
+				vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
+				mix(locols, hicols, offset.y);
+	vec4 cols = group5 + vec4(group2.rg, group8.ab);
+	cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
+	f = dot(cols, vec4(1.0/25.0));
+#      else
+	vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+	vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+	vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));
+	vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));
+	vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+				mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       endif
+#      else
+#       ifdef GL_EXT_gpu_shader4
+#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
+#       else
+#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  
+#       endif
+#       if USESHADOWMAPPCF > 1
+	vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+	center *= ShadowMap_TextureScale.xy;
+	vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+	vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));
+	vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));
+	vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));
+	vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+	f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+#       else
+	vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
+	vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+	vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));
+	vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));
+	vec3 cols = row2 + mix(row1, row3, offset.y);
+	f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+#       endif
+#      endif
+#     else
+	f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
+#     endif
+#   endif
+#  endif
+#  ifdef USESHADOWMAPORTHO
+	return mix(ShadowMap_Parameters.w, 1.0, f);
+#  else
+	return f;
+#  endif
+}
+# endif
+#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
+#endif // FRAGMENT_SHADER
+
+
+
+
+#ifdef MODE_DEFERREDGEOMETRY
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#ifdef USEVERTEXTEXTUREBLEND
+	VertexColor = Attrib_Color;
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEOFFSETMAPPING
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+	EyeVectorFogDepth.w = 0.0;
+#endif
+
+	VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
+	VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
+	VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+	Depth = (ModelViewMatrix * Attrib_Position).z;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+#endif
+
+#ifdef USEALPHAKILL
+	if (offsetMappedTexture2D(Texture_Color).a < 0.5)
+		discard;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	float alpha = offsetMappedTexture2D(Texture_Color).a;
+	float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
+	//float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
+	//float terrainblend = float(VertexColor.a) * alpha > 0.5;
+#endif
+
+#ifdef USEVERTEXTEXTUREBLEND
+	vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
+	float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
+#else
+	vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
+	float a = offsetMappedTexture2D(Texture_Gloss).a;
+#endif
+
+	vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
+	dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDGEOMETRY
+
+
+
+
+#ifdef MODE_DEFERREDLIGHTSOURCE
+#ifdef VERTEX_SHADER
+uniform highp mat4 ModelViewMatrix;
+void main(void)
+{
+	ModelViewPosition = ModelViewMatrix * Attrib_Position;
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+}
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+uniform highp mat4 ViewToLight;
+// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
+uniform highp vec2 ScreenToDepth;
+uniform myhalf3 DeferredColor_Ambient;
+uniform myhalf3 DeferredColor_Diffuse;
+#ifdef USESPECULAR
+uniform myhalf3 DeferredColor_Specular;
+uniform myhalf SpecularPower;
+#endif
+uniform myhalf2 PixelToScreenTexCoord;
+void main(void)
+{
+	// calculate viewspace pixel position
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec3 position;
+	// get the geometry information (depth, normal, specular exponent)
+	myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
+	// decode viewspace pixel normal
+//	myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
+	myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
+	// decode viewspace pixel position
+//	position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
+	position.z = normalmap.b;
+//	position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
+	position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
+
+	// now do the actual shading
+	// surfacenormal = pixel normal in viewspace
+	// LightVector = pixel to light in viewspace
+	// CubeVector = pixel in lightspace
+	// eyenormal = pixel to view direction in viewspace
+	vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
+	myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#ifdef USEDIFFUSE
+	// calculate diffuse shading
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
+SHADEDIFFUSE
+#endif
+#ifdef USESPECULAR
+	// calculate directional shading
+	myhalf3 eyenormal = -normalize(cast_myhalf3(position));
+SHADESPECULAR(SpecularPower * normalmap.a)
+#endif
+
+#if defined(USESHADOWMAP2D)
+	fade *= ShadowMapCompare(CubeVector);
+#endif
+
+#ifdef USESPECULAR
+	gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+	gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragData[0].rgb *= cubecolor;
+	gl_FragData[1].rgb *= cubecolor;
+# endif
+#else
+# ifdef USEDIFFUSE
+	gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
+# else
+	gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
+# endif
+# ifdef USECUBEFILTER
+	vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
+	gl_FragColor.rgb *= cubecolor;
+# endif
+#endif
+}
+#endif // FRAGMENT_SHADER
+#else // !MODE_DEFERREDLIGHTSOURCE
+
+
+
+
+#ifdef VERTEX_SHADER
+uniform highp mat4 TexMatrix;
+#ifdef USEVERTEXTEXTUREBLEND
+uniform highp mat4 BackgroundTexMatrix;
+#endif
+#ifdef MODE_LIGHTSOURCE
+uniform highp mat4 ModelToLight;
+#endif
+#ifdef USESHADOWMAPORTHO
+uniform highp mat4 ShadowMapMatrix;
+#endif
+#ifdef USEBOUNCEGRID
+uniform highp mat4 BounceGridMatrix;
+#endif
+void main(void)
+{
+#ifdef USESKELETAL
+	ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
+	ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
+	ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
+	vec4 sw = Attrib_SkeletalWeight;
+	vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
+	vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
+	vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
+	mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
+//	ivec4 si = ivec4(Attrib_SkeletalIndex);
+//	mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
+	mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
+	vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
+	SkeletalVertex.w = 1.0;
+	vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
+	vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
+#define Attrib_Position SkeletalVertex
+#define Attrib_TexCoord1 SkeletalSVector
+#define Attrib_TexCoord2 SkeletalTVector
+#define Attrib_TexCoord3 SkeletalNormal
+#endif
+
+#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
+	VertexColor = Attrib_Color;
+#endif
+	// copy the surface texcoord
+#ifdef USELIGHTMAP
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
+#else
+	TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+	TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
+#endif
+
+#ifdef USEBOUNCEGRID
+	BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+	BounceGridTexCoord.z *= 0.125;
+#endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+	// transform vertex position into light attenuation/cubemap space
+	// (-1 to +1 across the light box)
+	CubeVector = vec3(ModelToLight * Attrib_Position);
+
+# ifdef USEDIFFUSE
+	// transform unnormalized light direction into tangent space
+	// (we use unnormalized to ensure that it interpolates correctly and then
+	//  normalize it per pixel)
+	vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
+	LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
+# endif
+#endif
+
+#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
+	LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
+	LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
+	LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
+#endif
+
+	// transform unnormalized eye direction into tangent space
+#ifdef USEEYEVECTOR
+	vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
+	EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
+	EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
+	EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
+#ifdef USEFOG
+	EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
+#else
+	EyeVectorFogDepth.w = 0.0;
+#endif
+#endif
+
+
+#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
+# ifdef USEFOG
+	VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
+	VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
+	VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
+# else
+	VectorS = vec4(Attrib_TexCoord1, 0);
+	VectorT = vec4(Attrib_TexCoord2, 0);
+	VectorR = vec4(Attrib_TexCoord3, 0);
+# endif
+#else
+# ifdef USEFOG
+	EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
+# endif
+#endif
+
+	// transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
+	gl_Position = ModelViewProjectionMatrix * Attrib_Position;
+
+#ifdef USESHADOWMAPORTHO
+	ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
+#endif
+
+#ifdef USEREFLECTION
+	ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USETRIPPY
+	gl_Position = TrippyVertex(gl_Position);
+#endif
+}
+#endif // VERTEX_SHADER
+
+
+
+
+#ifdef FRAGMENT_SHADER
+#ifdef USEDEFERREDLIGHTMAP
+uniform myhalf2 PixelToScreenTexCoord;
+uniform myhalf3 DeferredMod_Diffuse;
+uniform myhalf3 DeferredMod_Specular;
+#endif
+uniform myhalf3 Color_Ambient;
+uniform myhalf3 Color_Diffuse;
+uniform myhalf3 Color_Specular;
+uniform myhalf SpecularPower;
+#ifdef USEGLOW
+uniform myhalf3 Color_Glow;
+#endif
+uniform myhalf Alpha;
+#ifdef USEREFLECTION
+uniform mediump vec4 DistortScaleRefractReflect;
+uniform mediump vec4 ScreenScaleRefractReflect;
+uniform mediump vec4 ScreenCenterRefractReflect;
+uniform mediump vec4 ReflectColor;
+#endif
+#ifdef USEREFLECTCUBE
+uniform highp mat4 ModelToReflectCube;
+uniform sampler2D Texture_ReflectMask;
+uniform samplerCube Texture_ReflectCube;
+#endif
+#ifdef USEBOUNCEGRID
+uniform sampler3D Texture_BounceGrid;
+uniform float BounceGridIntensity;
+uniform highp mat4 BounceGridMatrix;
+#endif
+uniform highp float ClientTime;
+#ifdef USENORMALMAPSCROLLBLEND
+uniform highp vec2 NormalmapScrollBlend;
+#endif
+#ifdef USEOCCLUDE
+uniform occludeQuery {
+    uint visiblepixels;
+    uint allpixels;
+};
+#endif
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+	// apply offsetmapping
+	vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
+	vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
+	vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
+# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
+# define TexCoord TexCoordOffset
+#else
+# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
+# define TexCoord TexCoordSurfaceLightmap.xy
+#endif
+
+	// combine the diffuse textures (base, pants, shirt)
+	myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
+#ifdef USEALPHAKILL
+	if (color.a < 0.5)
+		discard;
+#endif
+	color.a *= Alpha;
+#ifdef USECOLORMAPPING
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+#ifdef USEBOTHALPHAS
+	myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
+	color.rgb = mix(color2.rgb, color.rgb, terrainblend);
+#else
+	myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
+	//myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
+	//myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
+	color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+#endif
+	color.a = 1.0;
+	//color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+#ifdef USEALPHAGENVERTEX
+	color.a *= VertexColor.a;
+#endif
+
+	// get the surface normal
+#ifdef USEVERTEXTEXTUREBLEND
+	myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
+#else
+	myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
+#endif
+
+	// get the material colors
+	myhalf3 diffusetex = color.rgb;
+#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
+# ifdef USEVERTEXTEXTUREBLEND
+	myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
+# else
+	myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
+# endif
+#endif
+
+#ifdef USEREFLECTCUBE
+	vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
+	vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
+	vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
+	diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
+#endif
+
+#ifdef USESPECULAR
+	myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
+#endif
+
+
+
+
+#ifdef MODE_LIGHTSOURCE
+	// light source
+#ifdef USEDIFFUSE
+	myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+SHADEDIFFUSE
+	color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
+#ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb += glosstex.rgb * (specular * Color_Specular);
+#endif
+#else
+	color.rgb = diffusetex * Color_Ambient;
+#endif
+	color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+#if defined(USESHADOWMAP2D)
+	color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+# ifdef USECUBEFILTER
+	color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+	#define SHADING
+	#ifdef USEDIFFUSE
+		myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
+	#endif
+	#define lightcolor 1
+#endif // MODE_LIGHTDIRECTION
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
+	myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+	// convert modelspace light vector to tangentspace
+	myhalf3 lightnormal;
+	lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
+	lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
+	lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
+	lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
+	// calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+	// note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+	// is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+	// on that luxel, and NOT to its center, because recursive triangle subdivision is used
+	// to map the luxels to coordinates on the draw surfaces), which also causes
+	// deluxemaps to be wrong because light contributions from the wrong side of the surface
+	// are added up. To prevent divisions by zero or strong exaggerations, a max()
+	// nudge is done here at expense of some additional fps. This is ONLY needed for
+	// deluxemaps, tangentspace deluxemap avoid this problem by design.
+	lightcolor *= 1.0 / max(0.25, lightnormal.z);
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+   #define SHADING
+	// deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+	myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
+	myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+#endif
+#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
+	#define SHADING
+	// forced deluxemap on lightmapped/vertexlit surfaces
+	myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
+   #ifdef USELIGHTMAP
+		myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
+   #else
+		myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
+   #endif
+#endif
+#ifdef MODE_FAKELIGHT
+	#define SHADING
+	myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
+	#define lightcolor 1
+#endif // MODE_FAKELIGHT
+
+
+
+
+#ifdef MODE_LIGHTMAP
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
+#endif // MODE_LIGHTMAP
+#ifdef MODE_VERTEXCOLOR
+	color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
+#endif // MODE_VERTEXCOLOR
+#ifdef MODE_FLATCOLOR
+	color.rgb = diffusetex * Color_Ambient;
+#endif // MODE_FLATCOLOR
+
+
+
+
+#ifdef SHADING
+# ifdef USEDIFFUSE
+SHADEDIFFUSE
+#  ifdef USESPECULAR
+SHADESPECULAR(SpecularPower * glosstex.a)
+	color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
+#  else
+	color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
+#  endif
+# else
+	color.rgb = diffusetex * Color_Ambient;
+# endif
+#endif
+
+#ifdef USESHADOWMAPORTHO
+	color.rgb *= ShadowMapCompare(ShadowMapTC);
+#endif
+
+#ifdef USEDEFERREDLIGHTMAP
+	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
+	color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
+//	color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
+#endif
+
+#ifdef USEBOUNCEGRID
+#ifdef USEBOUNCEGRIDDIRECTIONAL
+//	myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));
+//	myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
+	myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
+	myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
+	myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
+	myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
+	myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
+	myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
+	myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
+	myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
+	myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
+//	bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
+	myhalf3 bouncegrid_light = cast_myhalf3(
+		dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
+		dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
+	color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
+//	color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
+#else
+	color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
+#endif
+#endif
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+	color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
+#else
+	color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
+#endif
+#endif
+
+#ifdef USECELOUTLINES
+# ifdef USEDEFERREDLIGHTMAP
+//	vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
+	vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
+	vec4 DepthNeighbors;
+
+	// enable to test ink on white geometry
+//	color.rgb = vec3(1.0, 1.0, 1.0);
+
+	// note: this seems to be negative
+	float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
+
+	// edge detect method
+//	DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
+//	DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
+//	DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
+//	float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
+//	float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
+//	color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
+//	color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); 
+
+	// shadow method
+	float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
+//	float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
+//	float DepthScale1 = 0.003;
+	float DepthScale2 = DepthScale1 / 2.0;
+//	float DepthScale3 = DepthScale1 / 4.0;
+	float DepthBias1 = -DepthCenter * DepthScale1;
+	float DepthBias2 = -DepthCenter * DepthScale2;
+//	float DepthBias3 = -DepthCenter * DepthScale3;
+	float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
+	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
+//	                  + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)
+	                  - 0.0;
+	color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
+//	color.r = DepthCenter / -1024.0;
+# endif
+#endif
+
+#ifdef USEFOG
+	color.rgb = FogVertex(color);
+#endif
+
+	// 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
+#ifdef USEREFLECTION
+	vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+	//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+	vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+	#ifdef USENORMALMAPSCROLLBLEND
+# ifdef USEOFFSETMAPPING
+		vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# else
+		vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
+# endif
+		normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
+	#else
+		vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+	#endif
+	// FIXME temporary hack to detect the case that the reflection
+	// gets blackened at edges due to leaving the area that contains actual
+	// content.
+	// Remove this 'ack once we have a better way to stop this thing from
+	// 'appening.
+	float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+	f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+	ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+	color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+#ifdef USEOCCLUDE
+   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
+#endif
+
+	dp_FragColor = vec4(color);
+}
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_DEFERREDLIGHTSOURCE
+#endif // !MODE_DEFERREDGEOMETRY
+#endif // !MODE_WATER
+#endif // !MODE_REFRACTION
+#endif // !MODE_BLOOMBLUR
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_DEPTH_OR_SHADOW
+