-static void DPSOFTRAST_VertexShader_ShowDepth(void)
-{
- DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
-}
-
-static void DPSOFTRAST_PixelShader_ShowDepth(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
-{
- // TODO: IMPLEMENT
- float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
- unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
- DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
- memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4);
- DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
-}
-
-
-
static void DPSOFTRAST_VertexShader_DeferredGeometry(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
{2, DPSOFTRAST_VertexShader_LightSource, DPSOFTRAST_PixelShader_LightSource, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_CUBE, ~0}},
{2, DPSOFTRAST_VertexShader_Refraction, DPSOFTRAST_PixelShader_Refraction, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_NORMAL, GL20TU_REFRACTION, ~0}},
{2, DPSOFTRAST_VertexShader_Water, DPSOFTRAST_PixelShader_Water, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_NORMAL, GL20TU_REFLECTION, GL20TU_REFRACTION, ~0}},
- {2, DPSOFTRAST_VertexShader_ShowDepth, DPSOFTRAST_PixelShader_ShowDepth, {~0}},
{2, DPSOFTRAST_VertexShader_DeferredGeometry, DPSOFTRAST_PixelShader_DeferredGeometry, {~0}},
{2, DPSOFTRAST_VertexShader_DeferredLightSource, DPSOFTRAST_PixelShader_DeferredLightSource, {~0}},
};
SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
- SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
SHADERMODE_COUNT
//=======================================================================================================================================================
-static const char *builtinshaderstring =
+static const char *builtinshaderstrings[] =
+{
#include "shader_glsl.h"
-;
+0
+};
-const char *builtinhlslshaderstring =
+const char *builtinhlslshaderstrings[] =
+{
#include "shader_hlsl.h"
-;
+0
+};
char *glslshaderstring = NULL;
char *hlslshaderstring = NULL;
typedef struct shadermodeinfo_s
{
- const char *vertexfilename;
- const char *geometryfilename;
- const char *fragmentfilename;
+ const char *filename;
const char *pretext;
const char *name;
}
// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
{
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+ {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
+ {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+ {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+ {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
+ {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+ {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+ {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
+ {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+ {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+ {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+ {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+ {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+ {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+ {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
+ {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
+ {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+ {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
};
shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
{
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+ {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
+ {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+ {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+ {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
+ {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+ {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+ {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
+ {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+ {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+ {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+ {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+ {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+ {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+ {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
+ {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
+ {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+ {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
};
struct r_glsl_permutation_s;
return p;
}
-static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
+static char *R_ShaderStrCat(const char **strings)
+{
+ char *string, *s;
+ const char **p = strings;
+ const char *t;
+ size_t len = 0;
+ for (p = strings;(t = *p);p++)
+ len += strlen(t);
+ len++;
+ s = string = Mem_Alloc(r_main_mempool, len);
+ len = 0;
+ for (p = strings;(t = *p);p++)
+ {
+ len = strlen(t);
+ memcpy(s, t, len);
+ s += len;
+ }
+ *s = 0;
+ return string;
+}
+
+static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
{
char *shaderstring;
if (!filename || !filename[0])
return NULL;
+ // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
if (!strcmp(filename, "glsl/default.glsl"))
{
+ if (builtinonly)
+ return R_ShaderStrCat(builtinshaderstrings);
if (!glslshaderstring)
{
glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
if (glslshaderstring)
Con_DPrintf("Loading shaders from file %s...\n", filename);
else
- glslshaderstring = (char *)builtinshaderstring;
+ glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
}
shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
return shaderstring;
}
+ if (!strcmp(filename, "hlsl/default.hlsl"))
+ {
+ if (builtinonly)
+ return R_ShaderStrCat(builtinhlslshaderstrings);
+ if (!hlslshaderstring)
+ {
+ hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+ if (hlslshaderstring)
+ Con_DPrintf("Loading shaders from file %s...\n", filename);
+ else
+ hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
+ }
+ shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
+ memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
+ return shaderstring;
+ }
+ // we don't have builtin strings for any other files
+ if (builtinonly)
+ return NULL;
shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
if (shaderstring)
{
int i;
int sampler;
shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
- char *vertexstring, *geometrystring, *fragmentstring;
+ char *sourcestring;
char permutationname[256];
int vertstrings_count = 0;
int geomstrings_count = 0;
p->program = 0;
permutationname[0] = 0;
- vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
- geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
- fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
+ sourcestring = R_GetShaderText(modeinfo->filename, true, false);
- strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
+ strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
// if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
if(vid.support.gl20shaders130)
fragstrings_count += shaderstaticparms_count;
// now append the shader text itself
- vertstrings_list[vertstrings_count++] = vertexstring;
- geomstrings_list[geomstrings_count++] = geometrystring;
- fragstrings_list[fragstrings_count++] = fragmentstring;
-
- // if any sources were NULL, clear the respective list
- if (!vertexstring)
- vertstrings_count = 0;
- if (!geometrystring)
- geomstrings_count = 0;
- if (!fragmentstring)
- fragstrings_count = 0;
+ vertstrings_list[vertstrings_count++] = sourcestring;
+ geomstrings_list[geomstrings_count++] = sourcestring;
+ fragstrings_list[fragstrings_count++] = sourcestring;
// compile the shader program
if (vertstrings_count + geomstrings_count + fragstrings_count)
Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
// free the strings
- if (vertexstring)
- Mem_Free(vertexstring);
- if (geometrystring)
- Mem_Free(geometrystring);
- if (fragmentstring)
- Mem_Free(fragmentstring);
+ if (sourcestring)
+ Mem_Free(sourcestring);
}
static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
}
if (i >= SHADERPERMUTATION_COUNT)
{
- //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+ //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
qglUseProgram(0);CHECKGLERROR
return; // no bit left to clear, entire mode is broken
return p;
}
-static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
-{
- char *shaderstring;
- if (!filename || !filename[0])
- return NULL;
- if (!strcmp(filename, "hlsl/default.hlsl"))
- {
- if (!hlslshaderstring)
- {
- hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
- if (hlslshaderstring)
- Con_DPrintf("Loading shaders from file %s...\n", filename);
- else
- hlslshaderstring = (char *)builtinhlslshaderstring;
- }
- shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
- memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
- return shaderstring;
- }
- shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
- if (shaderstring)
- {
- if (printfromdisknotice)
- Con_DPrintf("from disk %s... ", filename);
- return shaderstring;
- }
- return shaderstring;
-}
-
#include <d3dx9.h>
//#include <d3dx9shader.h>
//#include <d3dx9mesh.h>
int geomstring_length = 0;
int fragstring_length = 0;
char *t;
- char *vertexstring, *geometrystring, *fragmentstring;
+ char *sourcestring;
char *vertstring, *geomstring, *fragstring;
char permutationname[256];
char cachename[256];
permutationname[0] = 0;
cachename[0] = 0;
- vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
- geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
- fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
+ sourcestring = R_GetShaderText(modeinfo->filename, true, false);
- strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
+ strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
strlcat(cachename, "hlsl/", sizeof(cachename));
// define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
cachename[i] = '_';
// now append the shader text itself
- vertstrings_list[vertstrings_count++] = vertexstring;
- geomstrings_list[geomstrings_count++] = geometrystring;
- fragstrings_list[fragstrings_count++] = fragmentstring;
-
- // if any sources were NULL, clear the respective list
- if (!vertexstring)
- vertstrings_count = 0;
- if (!geometrystring)
- geomstrings_count = 0;
- if (!fragmentstring)
- fragstrings_count = 0;
+ vertstrings_list[vertstrings_count++] = sourcestring;
+ geomstrings_list[geomstrings_count++] = sourcestring;
+ fragstrings_list[fragstrings_count++] = sourcestring;
vertstring_length = 0;
for (i = 0;i < vertstrings_count;i++)
Mem_Free(geomstring);
if (fragstring)
Mem_Free(fragstring);
- if (vertexstring)
- Mem_Free(vertexstring);
- if (geometrystring)
- Mem_Free(geometrystring);
- if (fragmentstring)
- Mem_Free(fragmentstring);
+ if (sourcestring)
+ Mem_Free(sourcestring);
}
static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
}
if (i >= SHADERPERMUTATION_COUNT)
{
- //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+ //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
return; // no bit left to clear, entire mode is broken
}
void R_GLSL_Restart_f(void)
{
unsigned int i, limit;
- if (glslshaderstring && glslshaderstring != builtinshaderstring)
+ if (glslshaderstring)
Mem_Free(glslshaderstring);
glslshaderstring = NULL;
- if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
+ if (hlslshaderstring)
Mem_Free(hlslshaderstring);
hlslshaderstring = NULL;
switch(vid.renderpath)
static void R_GLSL_DumpShader_f(void)
{
- int i;
+ int i, language, mode, dupe;
+ char *text;
+ shadermodeinfo_t *modeinfo;
qfile_t *file;
- file = FS_OpenRealFile("glsl/default.glsl", "w", false);
- if (file)
+ for (language = 0;language < 2;language++)
{
- FS_Print(file, "/* The engine may define the following macros:\n");
- FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
- for (i = 0;i < SHADERMODE_COUNT;i++)
- FS_Print(file, glslshadermodeinfo[i].pretext);
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- FS_Print(file, shaderpermutationinfo[i].pretext);
- FS_Print(file, "*/\n");
- FS_Print(file, builtinshaderstring);
- FS_Close(file);
- Con_Printf("glsl/default.glsl written\n");
- }
- else
- Con_Printf("failed to write to glsl/default.glsl\n");
-
- file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
- if (file)
- {
- FS_Print(file, "/* The engine may define the following macros:\n");
- FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
- for (i = 0;i < SHADERMODE_COUNT;i++)
- FS_Print(file, hlslshadermodeinfo[i].pretext);
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- FS_Print(file, shaderpermutationinfo[i].pretext);
- FS_Print(file, "*/\n");
- FS_Print(file, builtinhlslshaderstring);
- FS_Close(file);
- Con_Printf("hlsl/default.hlsl written\n");
+ modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
+ for (mode = 0;mode < SHADERMODE_COUNT;mode++)
+ {
+ // don't dump the same file multiple times (most or all shaders come from the same file)
+ for (dupe = mode - 1;dupe >= 0;dupe--)
+ if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
+ break;
+ if (dupe >= 0)
+ continue;
+ text = R_GetShaderText(modeinfo[mode].filename, false, true);
+ if (!text)
+ continue;
+ file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
+ if (file)
+ {
+ FS_Print(file, "/* The engine may define the following macros:\n");
+ FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
+ for (i = 0;i < SHADERMODE_COUNT;i++)
+ FS_Print(file, modeinfo[i].pretext);
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ FS_Print(file, shaderpermutationinfo[i].pretext);
+ FS_Print(file, "*/\n");
+ FS_Print(file, text);
+ FS_Close(file);
+ Con_Printf("%s written\n", modeinfo[mode].filename);
+ }
+ else
+ Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
+ Mem_Free(text);
+ }
}
- else
- Con_Printf("failed to write to hlsl/default.hlsl\n");
}
void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
}
}
-void R_SetupShader_ShowDepth(qboolean notrippy)
-{
- int permutation = 0;
- if (r_trippy.integer && !notrippy)
- permutation |= SHADERPERMUTATION_TRIPPY;
- if (vid.allowalphatocoverage)
- GL_AlphaToCoverage(false);
- switch (vid.renderpath)
- {
- case RENDERPATH_D3D9:
-#ifdef SUPPORTHLSL
- R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
- break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- break;
- case RENDERPATH_GL11:
- break;
- case RENDERPATH_SOFT:
- R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
- break;
- }
-}
-
extern qboolean r_shadow_usingdeferredprepass;
extern rtexture_t *r_shadow_attenuationgradienttexture;
extern rtexture_t *r_shadow_attenuation2dtexture;
// outside the usable area
GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
-#if 0
- // debugging
- R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
- R_SetupShader_ShowDepth(true);
- GL_ColorMask(1,1,1,1);
- GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
-#endif
-
for (i = 0;i < r_refdef.scene.numentities;i++)
{
ent = r_refdef.scene.entities[i];
void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
-void R_SetupShader_ShowDepth(qboolean notrippy);
void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
-"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
-"\n"
-"#ifdef USECELSHADING\n"
-"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-"# 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);\n"
-"# else\n"
-"# 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);\n"
-"# endif\n"
-"#else\n"
-"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-"# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n"
-"# else\n"
-"# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef GLSL130\n"
-"precision highp float;\n"
-"# ifdef VERTEX_SHADER\n"
-"# define dp_varying out\n"
-"# define dp_attribute in\n"
-"# endif\n"
-"# ifdef FRAGMENT_SHADER\n"
-"out vec4 dp_FragColor;\n"
-"# define dp_varying in\n"
-"# define dp_attribute in\n"
-"# endif\n"
-"# define dp_offsetmapping_dFdx dFdx\n"
-"# define dp_offsetmapping_dFdy dFdy\n"
-"# define dp_textureGrad textureGrad\n"
-"# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n"
-"# define dp_texture2D texture\n"
-"# define dp_texture3D texture\n"
-"# define dp_textureCube texture\n"
-"# define dp_shadow2D(a,b) float(texture(a,b))\n"
-"#else\n"
-"# ifdef FRAGMENT_SHADER\n"
-"# define dp_FragColor gl_FragColor\n"
-"# endif\n"
-"# define dp_varying varying\n"
-"# define dp_attribute attribute\n"
-"# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
-"# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
-"# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
-"# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n"
-"# define dp_texture2D texture2D\n"
-"# define dp_texture3D texture3D\n"
-"# define dp_textureCube textureCube\n"
-"# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
-"#endif\n"
-"\n"
-"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
-"// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n"
-"#ifndef GL_ES\n"
-"#define lowp\n"
-"#define mediump\n"
-"#define highp\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEPTHRGB\n"
-" // for 565 RGB we'd need to use different multipliers\n"
-"#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n"
-"#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n"
-"#endif\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"dp_attribute vec4 Attrib_Position; // vertex\n"
-"dp_attribute vec4 Attrib_Color; // color\n"
-"dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n"
-"dp_attribute vec3 Attrib_TexCoord1; // svector\n"
-"dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
-"dp_attribute vec3 Attrib_TexCoord3; // normal\n"
-"dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
-"#ifdef USESKELETAL\n"
-"//uniform mat4 Skeletal_Transform[128];\n"
-"uniform vec4 Skeletal_Transform12[768];\n"
-"dp_attribute vec4 Attrib_SkeletalIndex;\n"
-"dp_attribute vec4 Attrib_SkeletalWeight;\n"
-"#endif\n"
-"#endif\n"
-"dp_varying mediump vec4 VertexColor;\n"
-"\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
-"# define USEFOG\n"
-"#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
-"# define USELIGHTMAP\n"
-"#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
-"# define USEEYEVECTOR\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"# extension GL_EXT_gpu_shader4 : enable\n"
-"# endif\n"
-"# ifdef GL_ARB_texture_gather\n"
-"# extension GL_ARB_texture_gather : enable\n"
-"# else\n"
-"# ifdef GL_AMD_texture_texture4\n"
-"# extension GL_AMD_texture_texture4 : enable\n"
-"# endif\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"//#ifdef USESHADOWSAMPLER\n"
-"//# extension GL_ARB_shadow : enable\n"
-"//#endif\n"
-"\n"
-"//#ifdef __GLSL_CG_DATA_TYPES\n"
-"//# define myhalf half\n"
-"//# define myhalf2 half2\n"
-"//# define myhalf3 half3\n"
-"//# define myhalf4 half4\n"
-"//# define cast_myhalf half\n"
-"//# define cast_myhalf2 half2\n"
-"//# define cast_myhalf3 half3\n"
-"//# define cast_myhalf4 half4\n"
-"//#else\n"
-"# define myhalf mediump float\n"
-"# define myhalf2 mediump vec2\n"
-"# define myhalf3 mediump vec3\n"
-"# define myhalf4 mediump vec4\n"
-"# define cast_myhalf float\n"
-"# define cast_myhalf2 vec2\n"
-"# define cast_myhalf3 vec3\n"
-"# define cast_myhalf4 vec4\n"
-"//#endif\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 ModelViewProjectionMatrix;\n"
-"#endif\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"#ifdef USETRIPPY\n"
-"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
-"// tweaked scale\n"
-"uniform highp float ClientTime;\n"
-"vec4 TrippyVertex(vec4 position)\n"
-"{\n"
-" float worldTime = ClientTime;\n"
-" // tweaked for Quake\n"
-" worldTime *= 10.0;\n"
-" position *= 0.125;\n"
-" //~tweaked for Quake\n"
-" float distanceSquared = (position.x * position.x + position.z * position.z);\n"
-" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
-" float y = position.y;\n"
-" float x = position.x;\n"
-" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
-" position.y = x*sin(om)+y*cos(om);\n"
-" position.x = x*cos(om)-y*sin(om);\n"
-" return position;\n"
-"}\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEPTH_OR_SHADOW\n"
-"dp_varying highp float Depth;\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-" vec4 sw = Attrib_SkeletalWeight;\n"
-" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#endif\n"
-" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-" Depth = gl_Position.z;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEDEPTHRGB\n"
-" dp_FragColor = encodedepthmacro(Depth);\n"
-"#else\n"
-" dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_DEPTH_ORSHADOW\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_SHOWDEPTH\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-" vec4 sw = Attrib_SkeletalWeight;\n"
-" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#endif\n"
-" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-" VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main(void)\n"
-"{\n"
-" dp_FragColor = VertexColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_SHOWDEPTH\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_POSTPROCESS\n"
-"dp_varying mediump vec2 TexCoord1;\n"
-"dp_varying mediump vec2 TexCoord2;\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-" TexCoord1 = Attrib_TexCoord0.xy;\n"
-"#ifdef USEBLOOM\n"
-" TexCoord2 = Attrib_TexCoord4.xy;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_First;\n"
-"#ifdef USEBLOOM\n"
-"uniform sampler2D Texture_Second;\n"
-"uniform mediump vec4 BloomColorSubtract;\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler2D Texture_GammaRamps;\n"
-"#endif\n"
-"#ifdef USESATURATION\n"
-"uniform mediump float Saturation;\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"uniform mediump vec4 ViewTintColor;\n"
-"#endif\n"
-"//uncomment these if you want to use them:\n"
-"uniform mediump vec4 UserVec1;\n"
-"uniform mediump vec4 UserVec2;\n"
-"// uniform mediump vec4 UserVec3;\n"
-"// uniform mediump vec4 UserVec4;\n"
-"// uniform highp float ClientTime;\n"
-"uniform mediump vec2 PixelSize;\n"
-"void main(void)\n"
-"{\n"
-" dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
-"#ifdef USEBLOOM\n"
-" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
-"#endif\n"
-"\n"
-"#ifdef USEPOSTPROCESSING\n"
-"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
-"// 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\n"
-" float sobel = 1.0;\n"
-" // vec2 ts = textureSize(Texture_First, 0);\n"
-" // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
-" vec2 px = PixelSize;\n"
-" vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
-" vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
-" vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
-" vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
-" vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
-" vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
-" vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
-" vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
-" vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
-" vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
-" vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
-" vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
-" float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
-" float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
-" float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
-" float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
-" float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
-" float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
-" float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
-" float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
-" float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
-" float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
-" float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
-" float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
-" sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
-" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
-" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
-" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
-" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
-" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
-" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
-" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
-"#endif\n"
-"\n"
-"#ifdef USESATURATION\n"
-" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
-" float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
-" // 'vampire sight' effect, wheres red is compensated\n"
-" #ifdef SATURATION_REDCOMPENSATE\n"
-" float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
-" dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
-" dp_FragColor.r += rboost;\n"
-" #else\n"
-" // normal desaturation\n"
-" //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n"
-" dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
-" #endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEGAMMARAMPS\n"
-" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
-" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
-" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_POSTPROCESS\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_GENERIC\n"
-"#ifdef USEDIFFUSE\n"
-"dp_varying mediump vec2 TexCoord1;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"dp_varying mediump vec2 TexCoord2;\n"
-"#endif\n"
-"uniform myhalf Alpha;\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-" vec4 sw = Attrib_SkeletalWeight;\n"
-" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#endif\n"
-" VertexColor = Attrib_Color;\n"
-"#ifdef USEDIFFUSE\n"
-" TexCoord1 = Attrib_TexCoord0.xy;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-" TexCoord2 = Attrib_TexCoord1.xy;\n"
-"#endif\n"
-" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef USEDIFFUSE\n"
-"uniform sampler2D Texture_First;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"uniform sampler2D Texture_Second;\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler2D Texture_GammaRamps;\n"
-"#endif\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEVIEWTINT\n"
-" dp_FragColor = VertexColor;\n"
-"#else\n"
-" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
-"#endif\n"
-"#ifdef USEDIFFUSE\n"
-"# ifdef USEREFLECTCUBE\n"
-" // suppress texture alpha\n"
-" dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n"
-"# else\n"
-" dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-" vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
-"# ifdef USECOLORMAPPING\n"
-" dp_FragColor *= tex2;\n"
-"# endif\n"
-"# ifdef USEGLOW\n"
-" dp_FragColor += tex2;\n"
-"# endif\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-" dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
-"# endif\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
-" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
-" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
-"#endif\n"
-"#ifdef USEALPHAKILL\n"
-" dp_FragColor.a *= Alpha;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_GENERIC\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_BLOOMBLUR\n"
-"dp_varying mediump vec2 TexCoord;\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-" VertexColor = Attrib_Color;\n"
-" TexCoord = Attrib_TexCoord0.xy;\n"
-" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_First;\n"
-"uniform mediump vec4 BloomBlur_Parameters;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" int i;\n"
-" vec2 tc = TexCoord;\n"
-" vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
-" tc += BloomBlur_Parameters.xy;\n"
-" for (i = 1;i < SAMPLES;i++)\n"
-" {\n"
-" color += dp_texture2D(Texture_First, tc).rgb;\n"
-" tc += BloomBlur_Parameters.xy;\n"
-" }\n"
-" dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_BLOOMBLUR\n"
-"#ifdef MODE_REFRACTION\n"
-"dp_varying mediump vec2 TexCoord;\n"
-"dp_varying highp vec4 ModelViewProjectionPosition;\n"
-"uniform highp mat4 TexMatrix;\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-" vec4 sw = Attrib_SkeletalWeight;\n"
-" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#endif\n"
-"#ifdef USEALPHAGENVERTEX\n"
-" VertexColor = Attrib_Color;\n"
-"#endif\n"
-" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
-" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Refraction;\n"
-"\n"
-"uniform mediump vec4 DistortScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform mediump vec4 RefractColor;\n"
-"uniform mediump vec4 ReflectColor;\n"
-"uniform highp float ClientTime;\n"
-"#ifdef USENORMALMAPSCROLLBLEND\n"
-"uniform highp vec2 NormalmapScrollBlend;\n"
-"#endif\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"#ifdef USEALPHAGENVERTEX\n"
-" vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n"
-" vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
-"#else\n"
-" vec2 distort = DistortScaleRefractReflect.xy;\n"
-" vec4 refractcolor = RefractColor;\n"
-"#endif\n"
-" #ifdef USENORMALMAPSCROLLBLEND\n"
-" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
-" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
-" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n"
-" #else\n"
-" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n"
-" #endif\n"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-" dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_REFRACTION\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_WATER\n"
-"dp_varying mediump vec2 TexCoord;\n"
-"dp_varying highp vec3 EyeVector;\n"
-"dp_varying highp vec4 ModelViewProjectionPosition;\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp vec3 EyePosition;\n"
-"uniform highp mat4 TexMatrix;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-" vec4 sw = Attrib_SkeletalWeight;\n"
-" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-" 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))\n"
-" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n"
-" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n"
-" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#define Attrib_TexCoord1 SkeletalSVector\n"
-"#define Attrib_TexCoord2 SkeletalTVector\n"
-"#define Attrib_TexCoord3 SkeletalNormal\n"
-"#endif\n"
-"#ifdef USEALPHAGENVERTEX\n"
-" VertexColor = Attrib_Color;\n"
-"#endif\n"
-" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
-" vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
-" EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
-" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Refraction;\n"
-"uniform sampler2D Texture_Reflection;\n"
-"\n"
-"uniform mediump vec4 DistortScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform mediump vec4 RefractColor;\n"
-"uniform mediump vec4 ReflectColor;\n"
-"uniform mediump float ReflectFactor;\n"
-"uniform mediump float ReflectOffset;\n"
-"uniform highp float ClientTime;\n"
-"#ifdef USENORMALMAPSCROLLBLEND\n"
-"uniform highp vec2 NormalmapScrollBlend;\n"
-"#endif\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
-" // slight water animation via 2 layer scrolling (todo: tweak)\n"
-"#ifdef USEALPHAGENVERTEX\n"
-" vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n"
-" float reflectoffset = ReflectOffset * VertexColor.a;\n"
-" float reflectfactor = ReflectFactor * VertexColor.a;\n"
-" vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
-"#else\n"
-" vec4 distort = DistortScaleRefractReflect;\n"
-" float reflectoffset = ReflectOffset;\n"
-" float reflectfactor = ReflectFactor;\n"
-" vec4 refractcolor = RefractColor;\n"
-"#endif\n"
-" #ifdef USENORMALMAPSCROLLBLEND\n"
-" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
-" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
-" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n"
-" #else\n"
-" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n"
-" #endif\n"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
-" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
-" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
-" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
-" ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-" f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
-" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
-" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
-" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
-" ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
-" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n"
-" dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_WATER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// common definitions between vertex shader and fragment shader:\n"
-"\n"
-"dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"dp_varying mediump vec2 TexCoord2;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"dp_varying mediump vec3 CubeVector;\n"
-"#endif\n"
-"\n"
-"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
-"dp_varying mediump vec3 LightVector;\n"
-"#endif\n"
-"\n"
-"#ifdef USEEYEVECTOR\n"
-"dp_varying highp vec4 EyeVectorFogDepth;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
-"dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
-"dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
-"dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
-"#else\n"
-"# ifdef USEFOG\n"
-"dp_varying highp vec3 EyeVectorModelSpace;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"dp_varying highp vec4 ModelViewProjectionPosition;\n"
-"#endif\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform highp vec3 LightPosition;\n"
-"dp_varying highp vec4 ModelViewPosition;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform highp vec3 LightPosition;\n"
-"#endif\n"
-"uniform highp vec3 EyePosition;\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform highp vec3 LightDir;\n"
-"#endif\n"
-"uniform highp vec4 FogPlane;\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"dp_varying highp vec3 ShadowMapTC;\n"
-"#endif\n"
-"\n"
-"#ifdef USEBOUNCEGRID\n"
-"dp_varying highp vec3 BounceGridTexCoord;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"dp_varying highp float Depth;\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// 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\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Color;\n"
-"uniform sampler2D Texture_Gloss;\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_Glow;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler2D Texture_SecondaryNormal;\n"
-"uniform sampler2D Texture_SecondaryColor;\n"
-"uniform sampler2D Texture_SecondaryGloss;\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_SecondaryGlow;\n"
-"#endif\n"
-"#endif\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler2D Texture_Pants;\n"
-"uniform sampler2D Texture_Shirt;\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-"uniform sampler2D Texture_FogHeightTexture;\n"
-"#endif\n"
-"uniform sampler2D Texture_FogMask;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"uniform sampler2D Texture_Lightmap;\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler2D Texture_Deluxemap;\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"uniform sampler2D Texture_Reflection;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler2D Texture_ScreenNormalMap;\n"
-"#endif\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"#ifdef USECELOUTLINES\n"
-"uniform sampler2D Texture_ScreenNormalMap;\n"
-"#endif\n"
-"uniform sampler2D Texture_ScreenDiffuse;\n"
-"uniform sampler2D Texture_ScreenSpecular;\n"
-"#endif\n"
-"\n"
-"uniform mediump vec3 Color_Pants;\n"
-"uniform mediump vec3 Color_Shirt;\n"
-"uniform mediump vec3 FogColor;\n"
-"\n"
-"#ifdef USEFOG\n"
-"uniform highp float FogRangeRecip;\n"
-"uniform highp float FogPlaneViewDist;\n"
-"uniform highp float FogHeightFade;\n"
-"vec3 FogVertex(vec4 surfacecolor)\n"
-"{\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
-" vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
-"#endif\n"
-" float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
-" float fogfrac;\n"
-" vec3 fc = FogColor;\n"
-"#ifdef USEFOGALPHAHACK\n"
-" fc *= surfacecolor.a;\n"
-"#endif\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-" vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
-" fogfrac = fogheightpixel.a;\n"
-" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#else\n"
-"# ifdef USEFOGOUTSIDE\n"
-" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
-"# else\n"
-" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
-"# endif\n"
-" return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
-"uniform mediump float OffsetMapping_Bias;\n"
-"#ifdef USEOFFSETMAPPING_LOD\n"
-"uniform mediump float OffsetMapping_LodDistance;\n"
-"#endif\n"
-"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
-"{\n"
-" float i;\n"
-" // distance-based LOD\n"
-"#ifdef USEOFFSETMAPPING_LOD\n"
-" //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
-" //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
-" mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-" // stupid workaround because 1-step and 2-step reliefmapping is void\n"
-" mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n"
-"#else\n"
-" mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n"
-"#endif\n"
-" mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n"
-" mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n"
-"#else\n"
-" #define ScaleSteps OffsetMapping_ScaleSteps\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-" float f;\n"
-" // 14 sample relief mapping: linear search and then binary search\n"
-" // this basically steps forward a small amount repeatedly until it finds\n"
-" // itself inside solid, then jitters forward and back using decreasing\n"
-" // amounts to find the impact\n"
-" //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"
-" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"
-" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"
-" vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
-" OffsetVector *= ScaleSteps.z;\n"
-" for(i = 1.0; i < ScaleSteps.y; ++i)\n"
-" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-" for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
-" return RT.xy;\n"
-"#else\n"
-" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-" //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"
-" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"
-" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n"
-" OffsetVector *= ScaleSteps.z;\n"
-" for(i = 0.0; i < ScaleSteps.y; ++i)\n"
-" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
-" return TexCoord;\n"
-"#endif\n"
-"}\n"
-"#endif // USEOFFSETMAPPING\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
-"uniform sampler2D Texture_Attenuation;\n"
-"uniform samplerCube Texture_Cube;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler2DShadow Texture_ShadowMap2D;\n"
-"# else\n"
-"uniform sampler2D Texture_ShadowMap2D;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCube Texture_CubeProjection;\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform mediump vec2 ShadowMap_TextureScale;\n"
-"uniform mediump vec4 ShadowMap_Parameters;\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"# ifdef USESHADOWMAPORTHO\n"
-"# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
-"# else\n"
-"# ifdef USESHADOWMAPVSDCT\n"
-"vec3 GetShadowMapTC2D(vec3 dir)\n"
-"{\n"
-" vec3 adir = abs(dir);\n"
-" float m = max(max(adir.x, adir.y), adir.z);\n"
-" vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
-"#ifdef USEDEPTHRGB\n"
-" return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n"
-"#else\n"
-" vec2 mparams = ShadowMap_Parameters.xy / m;\n"
-" return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
-"#endif\n"
-"}\n"
-"# else\n"
-"vec3 GetShadowMapTC2D(vec3 dir)\n"
-"{\n"
-" vec3 adir = abs(dir);\n"
-" float m; vec4 proj;\n"
-" if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
-" if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n"
-"#ifdef USEDEPTHRGB\n"
-" 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);\n"
-"#else\n"
-" vec2 mparams = ShadowMap_Parameters.xy / m;\n"
-" 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);\n"
-"#endif\n"
-"}\n"
-"# endif\n"
-"# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
-"\n"
-"# ifdef USESHADOWMAP2D\n"
-"float ShadowMapCompare(vec3 dir)\n"
-"{\n"
-" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
-" float f;\n"
-"\n"
-"# ifdef USEDEPTHRGB\n"
-"# ifdef USESHADOWMAPPCF\n"
-"# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n"
-"# if USESHADOWMAPPCF > 1\n"
-" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-" center *= ShadowMap_TextureScale;\n"
-" 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)));\n"
-" 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)));\n"
-" 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)));\n"
-" 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)));\n"
-" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
-" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"# else\n"
-" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
-" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
-" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
-" vec3 cols = row2 + mix(row1, row3, offset.y);\n"
-" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
-"# endif\n"
-"# else\n"
-" f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n"
-"# endif\n"
-"# else\n"
-"# ifdef USESHADOWSAMPLER\n"
-"# ifdef USESHADOWMAPPCF\n"
-"# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) \n"
-" vec2 offset = fract(shadowmaptc.xy - 0.5);\n"
-" vec4 size = vec4(offset + 1.0, 2.0 - offset);\n"
-"# if USESHADOWMAPPCF > 1\n"
-" vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n"
-" vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n"
-" f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n"
-" (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)))) +\n"
-" (4.0/25.0)*texval(center);\n"
-"# else\n"
-" vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n"
-" f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n"
-"# endif \n"
-"# else\n"
-" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
-"# endif\n"
-"# else\n"
-"# ifdef USESHADOWMAPPCF\n"
-"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
-"# ifdef GL_ARB_texture_gather\n"
-"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
-"# else\n"
-"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
-"# endif\n"
-" vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"# if USESHADOWMAPPCF > 1\n"
-" vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
-" vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
-" vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
-" vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
-" vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
-" vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
-" vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
-" vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
-" vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
-" vec4 locols = vec4(group1.ab, group3.ab);\n"
-" vec4 hicols = vec4(group7.rg, group9.rg);\n"
-" locols.yz += group2.ab;\n"
-" hicols.yz += group8.rg;\n"
-" vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
-" vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
-" mix(locols, hicols, offset.y);\n"
-" vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
-" cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
-" f = dot(cols, vec4(1.0/25.0));\n"
-"# else\n"
-" vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-" vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-" vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
-" vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
-" vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
-" mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
-" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"# endif\n"
-"# else\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n"
-"# else\n"
-"# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
-"# endif\n"
-"# if USESHADOWMAPPCF > 1\n"
-" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-" center *= ShadowMap_TextureScale;\n"
-" 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)));\n"
-" 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)));\n"
-" 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)));\n"
-" 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)));\n"
-" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
-" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"# else\n"
-" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
-" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
-" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
-" vec3 cols = row2 + mix(row1, row3, offset.y);\n"
-" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
-"# endif\n"
-"# endif\n"
-"# else\n"
-" f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"# endif\n"
-"# endif\n"
-"# endif\n"
-"# ifdef USESHADOWMAPORTHO\n"
-" return mix(ShadowMap_Parameters.w, 1.0, f);\n"
-"# else\n"
-" return f;\n"
-"# endif\n"
-"}\n"
-"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 TexMatrix;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform highp mat4 BackgroundTexMatrix;\n"
-"#endif\n"
-"uniform highp mat4 ModelViewMatrix;\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-" vec4 sw = Attrib_SkeletalWeight;\n"
-" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-" 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))\n"
-" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n"
-" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n"
-" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#define Attrib_TexCoord1 SkeletalSVector\n"
-"#define Attrib_TexCoord2 SkeletalTVector\n"
-"#define Attrib_TexCoord3 SkeletalNormal\n"
-"#endif\n"
-" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" VertexColor = Attrib_Color;\n"
-" TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
-"#endif\n"
-"\n"
-" // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEOFFSETMAPPING\n"
-" vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
-" EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
-" EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
-" EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
-" EyeVectorFogDepth.w = 0.0;\n"
-"#endif\n"
-"\n"
-" VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
-" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
-" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
-" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-" Depth = (ModelViewMatrix * Attrib_Position).z;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING\n"
-" // apply offsetmapping\n"
-" vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
-" vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
-" vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
-"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
-"#else\n"
-"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
-"#endif\n"
-"\n"
-"#ifdef USEALPHAKILL\n"
-" if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
-" discard;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
-" float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
-" //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
-" //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
-" float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
-"#else\n"
-" vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
-" float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
-"#endif\n"
-"\n"
-" vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n"
-" dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDGEOMETRY\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 ModelViewMatrix;\n"
-"void main(void)\n"
-"{\n"
-" ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
-" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform highp mat4 ViewToLight;\n"
-"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
-"uniform highp vec2 ScreenToDepth;\n"
-"uniform myhalf3 DeferredColor_Ambient;\n"
-"uniform myhalf3 DeferredColor_Diffuse;\n"
-"#ifdef USESPECULAR\n"
-"uniform myhalf3 DeferredColor_Specular;\n"
-"uniform myhalf SpecularPower;\n"
-"#endif\n"
-"uniform myhalf2 PixelToScreenTexCoord;\n"
-"void main(void)\n"
-"{\n"
-" // calculate viewspace pixel position\n"
-" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-" vec3 position;\n"
-" // get the geometry information (depth, normal, specular exponent)\n"
-" myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
-" // decode viewspace pixel normal\n"
-"// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
-" myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n"
-" // decode viewspace pixel position\n"
-"// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n"
-" position.z = normalmap.b;\n"
-"// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
-" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-"\n"
-" // now do the actual shading\n"
-" // surfacenormal = pixel normal in viewspace\n"
-" // LightVector = pixel to light in viewspace\n"
-" // CubeVector = pixel in lightspace\n"
-" // eyenormal = pixel to view direction in viewspace\n"
-" vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
-" myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#ifdef USEDIFFUSE\n"
-" // calculate diffuse shading\n"
-" myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n"
-"SHADEDIFFUSE\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-" // calculate directional shading\n"
-" myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n"
-"SHADESPECULAR(SpecularPower * normalmap.a)\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-" fade *= ShadowMapCompare(CubeVector);\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-" gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
-"# ifdef USECUBEFILTER\n"
-" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
-" gl_FragData[0].rgb *= cubecolor;\n"
-" gl_FragData[1].rgb *= cubecolor;\n"
-"# endif\n"
-"#else\n"
-"# ifdef USEDIFFUSE\n"
-" gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"# else\n"
-" gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n"
-"# endif\n"
-"# ifdef USECUBEFILTER\n"
-" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
-" gl_FragColor.rgb *= cubecolor;\n"
-"# endif\n"
-"#endif\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDLIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 TexMatrix;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform highp mat4 BackgroundTexMatrix;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform highp mat4 ModelToLight;\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"uniform highp mat4 ShadowMapMatrix;\n"
-"#endif\n"
-"#ifdef USEBOUNCEGRID\n"
-"uniform highp mat4 BounceGridMatrix;\n"
-"#endif\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-" vec4 sw = Attrib_SkeletalWeight;\n"
-" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-"// ivec4 si = ivec4(Attrib_SkeletalIndex);\n"
-"// 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;\n"
-" 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))\n"
-" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-" SkeletalVertex.w = 1.0;\n"
-" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n"
-" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n"
-" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#define Attrib_TexCoord1 SkeletalSVector\n"
-"#define Attrib_TexCoord2 SkeletalTVector\n"
-"#define Attrib_TexCoord3 SkeletalNormal\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
-" VertexColor = Attrib_Color;\n"
-"#endif\n"
-" // copy the surface texcoord\n"
-"#ifdef USELIGHTMAP\n"
-" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
-"#else\n"
-" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
-"#endif\n"
-"\n"
-"#ifdef USEBOUNCEGRID\n"
-" BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
-"#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
-" BounceGridTexCoord.z *= 0.125;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-" // transform vertex position into light attenuation/cubemap space\n"
-" // (-1 to +1 across the light box)\n"
-" CubeVector = vec3(ModelToLight * Attrib_Position);\n"
-"\n"
-"# ifdef USEDIFFUSE\n"
-" // transform unnormalized light direction into tangent space\n"
-" // (we use unnormalized to ensure that it interpolates correctly and then\n"
-" // normalize it per pixel)\n"
-" vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
-" LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
-" LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
-" LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
-" LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
-" LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
-" LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-" // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEEYEVECTOR\n"
-" vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
-" EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
-" EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
-" EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
-"#ifdef USEFOG\n"
-" EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
-"#else\n"
-" EyeVectorFogDepth.w = 0.0;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
-"# ifdef USEFOG\n"
-" VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
-" VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
-" VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
-"# else\n"
-" VectorS = vec4(Attrib_TexCoord1, 0);\n"
-" VectorT = vec4(Attrib_TexCoord2, 0);\n"
-" VectorR = vec4(Attrib_TexCoord3, 0);\n"
-"# endif\n"
-"#else\n"
-"# ifdef USEFOG\n"
-" EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-" // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
-" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-" ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform myhalf2 PixelToScreenTexCoord;\n"
-"uniform myhalf3 DeferredMod_Diffuse;\n"
-"uniform myhalf3 DeferredMod_Specular;\n"
-"#endif\n"
-"uniform myhalf3 Color_Ambient;\n"
-"uniform myhalf3 Color_Diffuse;\n"
-"uniform myhalf3 Color_Specular;\n"
-"uniform myhalf SpecularPower;\n"
-"#ifdef USEGLOW\n"
-"uniform myhalf3 Color_Glow;\n"
-"#endif\n"
-"uniform myhalf Alpha;\n"
-"#ifdef USEREFLECTION\n"
-"uniform mediump vec4 DistortScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform mediump vec4 ReflectColor;\n"
-"#endif\n"
-"#ifdef USEREFLECTCUBE\n"
-"uniform highp mat4 ModelToReflectCube;\n"
-"uniform sampler2D Texture_ReflectMask;\n"
-"uniform samplerCube Texture_ReflectCube;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform myhalf3 LightColor;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform myhalf3 LightColor;\n"
-"#endif\n"
-"#ifdef USEBOUNCEGRID\n"
-"uniform sampler3D Texture_BounceGrid;\n"
-"uniform float BounceGridIntensity;\n"
-"uniform highp mat4 BounceGridMatrix;\n"
-"#endif\n"
-"uniform highp float ClientTime;\n"
-"#ifdef USENORMALMAPSCROLLBLEND\n"
-"uniform highp vec2 NormalmapScrollBlend;\n"
-"#endif\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING\n"
-" // apply offsetmapping\n"
-" vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
-" vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
-" vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
-"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
-"# define TexCoord TexCoordOffset\n"
-"#else\n"
-"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
-"# define TexCoord TexCoordSurfaceLightmap.xy\n"
-"#endif\n"
-"\n"
-" // combine the diffuse textures (base, pants, shirt)\n"
-" myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n"
-"#ifdef USEALPHAKILL\n"
-" if (color.a < 0.5)\n"
-" discard;\n"
-"#endif\n"
-" color.a *= Alpha;\n"
-"#ifdef USECOLORMAPPING\n"
-" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"#ifdef USEBOTHALPHAS\n"
-" myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
-" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n"
-" color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
-"#else\n"
-" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n"
-" //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n"
-" //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n"
-" color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
-"#endif\n"
-" color.a = 1.0;\n"
-" //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n"
-"#endif\n"
-"#ifdef USEALPHAGENVERTEX\n"
-" color.a *= VertexColor.a;\n"
-"#endif\n"
-"\n"
-" // get the surface normal\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" 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));\n"
-"#else\n"
-" myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n"
-"#endif\n"
-"\n"
-" // get the material colors\n"
-" myhalf3 diffusetex = color.rgb;\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-" myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
-"# else\n"
-" myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTCUBE\n"
-" vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
-" vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
-" vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
-" diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-" myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-" // light source\n"
-"#ifdef USEDIFFUSE\n"
-" myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
-"SHADEDIFFUSE\n"
-" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
-"#ifdef USESPECULAR\n"
-"SHADESPECULAR(SpecularPower * glosstex.a)\n"
-" color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
-"#endif\n"
-"#else\n"
-" color.rgb = diffusetex * Color_Ambient;\n"
-"#endif\n"
-" color.rgb *= LightColor;\n"
-" color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#if defined(USESHADOWMAP2D)\n"
-" color.rgb *= ShadowMapCompare(CubeVector);\n"
-"#endif\n"
-"# ifdef USECUBEFILTER\n"
-" color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
-"# endif\n"
-"#endif // MODE_LIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-" #define SHADING\n"
-" #ifdef USEDIFFUSE\n"
-" myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
-" #endif\n"
-" #define lightcolor LightColor\n"
-"#endif // MODE_LIGHTDIRECTION\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-" #define SHADING\n"
-" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
-" myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
-" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
-" // convert modelspace light vector to tangentspace\n"
-" myhalf3 lightnormal;\n"
-" lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n"
-" lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n"
-" lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n"
-" lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
-" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
-" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
-" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
-" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
-" // to map the luxels to coordinates on the draw surfaces), which also causes\n"
-" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
-" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
-" // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
-" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
-" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-" #define SHADING\n"
-" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-" myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
-" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
-" #define SHADING\n"
-" // forced deluxemap on lightmapped/vertexlit surfaces\n"
-" myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n"
-" #ifdef USELIGHTMAP\n"
-" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
-" #else\n"
-" myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n"
-" #endif\n"
-"#endif\n"
-"#ifdef MODE_FAKELIGHT\n"
-" #define SHADING\n"
-" myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
-" myhalf3 lightcolor = cast_myhalf3(1.0);\n"
-"#endif // MODE_FAKELIGHT\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTMAP\n"
-" color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
-"#endif // MODE_LIGHTMAP\n"
-"#ifdef MODE_VERTEXCOLOR\n"
-" color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
-"#endif // MODE_VERTEXCOLOR\n"
-"#ifdef MODE_FLATCOLOR\n"
-" color.rgb = diffusetex * Color_Ambient;\n"
-"#endif // MODE_FLATCOLOR\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef SHADING\n"
-"# ifdef USEDIFFUSE\n"
-"SHADEDIFFUSE\n"
-"# ifdef USESPECULAR\n"
-"SHADESPECULAR(SpecularPower * glosstex.a)\n"
-" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
-"# else\n"
-" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
-"# endif\n"
-"# else\n"
-" color.rgb = diffusetex * Color_Ambient;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-" color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-" color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
-" color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
-"// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n"
-"#endif\n"
-"\n"
-"#ifdef USEBOUNCEGRID\n"
-"#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
-"// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n"
-"// 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);\n"
-" myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n"
-" myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n"
-" myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n"
-" myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n"
-" myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n"
-" myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n"
-" myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n"
-" myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n"
-" myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n"
-"// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n"
-" myhalf3 bouncegrid_light = cast_myhalf3(\n"
-" dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n"
-" dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n"
-" dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n"
-" color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
-"// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n"
-"#else\n"
-" color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
-"#else\n"
-" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef USECELOUTLINES\n"
-"# ifdef USEDEFERREDLIGHTMAP\n"
-"// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-" vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n"
-" vec4 DepthNeighbors;\n"
-"\n"
-" // enable to test ink on white geometry\n"
-"// color.rgb = vec3(1.0, 1.0, 1.0);\n"
-"\n"
-" // note: this seems to be negative\n"
-" float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n"
-"\n"
-" // edge detect method\n"
-"// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n"
-"// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n"
-"// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n"
-"// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n"
-"// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n"
-"// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n"
-"// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));\n"
-"// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); \n"
-"\n"
-" // shadow method\n"
-" float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)\n"
-"// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)\n"
-"// float DepthScale1 = 0.003;\n"
-" float DepthScale2 = DepthScale1 / 2.0;\n"
-"// float DepthScale3 = DepthScale1 / 4.0;\n"
-" float DepthBias1 = -DepthCenter * DepthScale1;\n"
-" float DepthBias2 = -DepthCenter * DepthScale2;\n"
-"// float DepthBias3 = -DepthCenter * DepthScale3;\n"
-" float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1)\n"
-" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1)\n"
-" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)\n"
-" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1)\n"
-" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2)\n"
-" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2)\n"
-" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)\n"
-" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2)\n"
-"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3)\n"
-"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3)\n"
-"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)\n"
-"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3)\n"
-" - 0.0;\n"
-" color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));\n"
-"// color.r = DepthCenter / -1024.0;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-" color.rgb = FogVertex(color);\n"
-"#endif\n"
-"\n"
-" // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
-"#ifdef USEREFLECTION\n"
-" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-" #ifdef USENORMALMAPSCROLLBLEND\n"
-"# ifdef USEOFFSETMAPPING\n"
-" 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);\n"
-"# else\n"
-" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
-"# endif\n"
-" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
-" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
-" #else\n"
-" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
-" #endif\n"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-" color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
-"#endif\n"
-"\n"
-" dp_FragColor = vec4(color);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
-"#endif // !MODE_DEFERREDGEOMETRY\n"
-"#endif // !MODE_WATER\n"
-"#endif // !MODE_REFRACTION\n"
-"#endif // !MODE_BLOOMBLUR\n"
-"#endif // !MODE_GENERIC\n"
-"#endif // !MODE_POSTPROCESS\n"
-"#endif // !MODE_SHOWDEPTH\n"
-"#endif // !MODE_DEPTH_OR_SHADOW\n"
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n",
+"// written by Forest 'LordHavoc' Hale\n",
+"// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
+"\n",
+"#ifdef USECELSHADING\n",
+"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n",
+"# ifdef USEEXACTSPECULARMATH\n",
+"# 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);\n",
+"# else\n",
+"# 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);\n",
+"# endif\n",
+"#else\n",
+"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n",
+"# ifdef USEEXACTSPECULARMATH\n",
+"# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n",
+"# else\n",
+"# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef GLSL130\n",
+"precision highp float;\n",
+"# ifdef VERTEX_SHADER\n",
+"# define dp_varying out\n",
+"# define dp_attribute in\n",
+"# endif\n",
+"# ifdef FRAGMENT_SHADER\n",
+"out vec4 dp_FragColor;\n",
+"# define dp_varying in\n",
+"# define dp_attribute in\n",
+"# endif\n",
+"# define dp_offsetmapping_dFdx dFdx\n",
+"# define dp_offsetmapping_dFdy dFdy\n",
+"# define dp_textureGrad textureGrad\n",
+"# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n",
+"# define dp_texture2D texture\n",
+"# define dp_texture3D texture\n",
+"# define dp_textureCube texture\n",
+"# define dp_shadow2D(a,b) float(texture(a,b))\n",
+"#else\n",
+"# ifdef FRAGMENT_SHADER\n",
+"# define dp_FragColor gl_FragColor\n",
+"# endif\n",
+"# define dp_varying varying\n",
+"# define dp_attribute attribute\n",
+"# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n",
+"# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n",
+"# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n",
+"# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n",
+"# define dp_texture2D texture2D\n",
+"# define dp_texture3D texture3D\n",
+"# define dp_textureCube textureCube\n",
+"# define dp_shadow2D(a,b) float(shadow2D(a,b))\n",
+"#endif\n",
+"\n",
+"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n",
+"// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n",
+"#ifndef GL_ES\n",
+"#define lowp\n",
+"#define mediump\n",
+"#define highp\n",
+"#endif\n",
+"\n",
+"#ifdef USEDEPTHRGB\n",
+" // for 565 RGB we'd need to use different multipliers\n",
+"#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n",
+"#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n",
+"#endif\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"dp_attribute vec4 Attrib_Position; // vertex\n",
+"dp_attribute vec4 Attrib_Color; // color\n",
+"dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n",
+"dp_attribute vec3 Attrib_TexCoord1; // svector\n",
+"dp_attribute vec3 Attrib_TexCoord2; // tvector\n",
+"dp_attribute vec3 Attrib_TexCoord3; // normal\n",
+"dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n",
+"#ifdef USESKELETAL\n",
+"//uniform mat4 Skeletal_Transform[128];\n",
+"uniform vec4 Skeletal_Transform12[768];\n",
+"dp_attribute vec4 Attrib_SkeletalIndex;\n",
+"dp_attribute vec4 Attrib_SkeletalWeight;\n",
+"#endif\n",
+"#endif\n",
+"dp_varying mediump vec4 VertexColor;\n",
+"\n",
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n",
+"# define USEFOG\n",
+"#endif\n",
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n",
+"# define USELIGHTMAP\n",
+"#endif\n",
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n",
+"# define USEEYEVECTOR\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef GL_EXT_gpu_shader4\n",
+"# extension GL_EXT_gpu_shader4 : enable\n",
+"# endif\n",
+"# ifdef GL_ARB_texture_gather\n",
+"# extension GL_ARB_texture_gather : enable\n",
+"# else\n",
+"# ifdef GL_AMD_texture_texture4\n",
+"# extension GL_AMD_texture_texture4 : enable\n",
+"# endif\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"//#ifdef USESHADOWSAMPLER\n",
+"//# extension GL_ARB_shadow : enable\n",
+"//#endif\n",
+"\n",
+"//#ifdef __GLSL_CG_DATA_TYPES\n",
+"//# define myhalf half\n",
+"//# define myhalf2 half2\n",
+"//# define myhalf3 half3\n",
+"//# define myhalf4 half4\n",
+"//# define cast_myhalf half\n",
+"//# define cast_myhalf2 half2\n",
+"//# define cast_myhalf3 half3\n",
+"//# define cast_myhalf4 half4\n",
+"//#else\n",
+"# define myhalf mediump float\n",
+"# define myhalf2 mediump vec2\n",
+"# define myhalf3 mediump vec3\n",
+"# define myhalf4 mediump vec4\n",
+"# define cast_myhalf float\n",
+"# define cast_myhalf2 vec2\n",
+"# define cast_myhalf3 vec3\n",
+"# define cast_myhalf4 vec4\n",
+"//#endif\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp mat4 ModelViewProjectionMatrix;\n",
+"#endif\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"#ifdef USETRIPPY\n",
+"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n",
+"// tweaked scale\n",
+"uniform highp float ClientTime;\n",
+"vec4 TrippyVertex(vec4 position)\n",
+"{\n",
+" float worldTime = ClientTime;\n",
+" // tweaked for Quake\n",
+" worldTime *= 10.0;\n",
+" position *= 0.125;\n",
+" //~tweaked for Quake\n",
+" float distanceSquared = (position.x * position.x + position.z * position.z);\n",
+" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n",
+" float y = position.y;\n",
+" float x = position.x;\n",
+" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n",
+" position.y = x*sin(om)+y*cos(om);\n",
+" position.x = x*cos(om)-y*sin(om);\n",
+" return position;\n",
+"}\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEPTH_OR_SHADOW\n",
+"dp_varying highp float Depth;\n",
+"#ifdef VERTEX_SHADER\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+" vec4 sw = Attrib_SkeletalWeight;\n",
+" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#endif\n",
+" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"#ifdef USETRIPPY\n",
+" gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+" Depth = gl_Position.z;\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USEDEPTHRGB\n",
+" dp_FragColor = encodedepthmacro(Depth);\n",
+"#else\n",
+" dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_DEPTH_ORSHADOW\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_POSTPROCESS\n",
+"dp_varying mediump vec2 TexCoord1;\n",
+"dp_varying mediump vec2 TexCoord2;\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"void main(void)\n",
+"{\n",
+" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+" TexCoord1 = Attrib_TexCoord0.xy;\n",
+"#ifdef USEBLOOM\n",
+" TexCoord2 = Attrib_TexCoord4.xy;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform sampler2D Texture_First;\n",
+"#ifdef USEBLOOM\n",
+"uniform sampler2D Texture_Second;\n",
+"uniform mediump vec4 BloomColorSubtract;\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"uniform sampler2D Texture_GammaRamps;\n",
+"#endif\n",
+"#ifdef USESATURATION\n",
+"uniform mediump float Saturation;\n",
+"#endif\n",
+"#ifdef USEVIEWTINT\n",
+"uniform mediump vec4 ViewTintColor;\n",
+"#endif\n",
+"//uncomment these if you want to use them:\n",
+"uniform mediump vec4 UserVec1;\n",
+"uniform mediump vec4 UserVec2;\n",
+"// uniform mediump vec4 UserVec3;\n",
+"// uniform mediump vec4 UserVec4;\n",
+"// uniform highp float ClientTime;\n",
+"uniform mediump vec2 PixelSize;\n",
+"void main(void)\n",
+"{\n",
+" dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n",
+"#ifdef USEBLOOM\n",
+" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"#ifdef USEVIEWTINT\n",
+" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"#endif\n",
+"\n",
+"#ifdef USEPOSTPROCESSING\n",
+"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
+"// 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\n",
+" float sobel = 1.0;\n",
+" // vec2 ts = textureSize(Texture_First, 0);\n",
+" // vec2 px = vec2(1/ts.x, 1/ts.y);\n",
+" vec2 px = PixelSize;\n",
+" vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n",
+" vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n",
+" vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n",
+" vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n",
+" vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n",
+" vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n",
+" vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n",
+" vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n",
+" vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n",
+" vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n",
+" vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n",
+" vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n",
+" float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n",
+" float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n",
+" float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n",
+" float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n",
+" float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n",
+" float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n",
+" float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n",
+" float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n",
+" float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n",
+" float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n",
+" float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n",
+" float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n",
+" sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n",
+" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n",
+" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n",
+" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n",
+" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n",
+" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n",
+" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n",
+" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n",
+"#endif\n",
+"\n",
+"#ifdef USESATURATION\n",
+" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
+" float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n",
+" // 'vampire sight' effect, wheres red is compensated\n",
+" #ifdef SATURATION_REDCOMPENSATE\n",
+" float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n",
+" dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n",
+" dp_FragColor.r += rboost;\n",
+" #else\n",
+" // normal desaturation\n",
+" //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n",
+" dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n",
+" #endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEGAMMARAMPS\n",
+" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n",
+" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n",
+" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_POSTPROCESS\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_GENERIC\n",
+"#ifdef USEDIFFUSE\n",
+"dp_varying mediump vec2 TexCoord1;\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"dp_varying mediump vec2 TexCoord2;\n",
+"#endif\n",
+"uniform myhalf Alpha;\n",
+"#ifdef VERTEX_SHADER\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+" vec4 sw = Attrib_SkeletalWeight;\n",
+" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#endif\n",
+" VertexColor = Attrib_Color;\n",
+"#ifdef USEDIFFUSE\n",
+" TexCoord1 = Attrib_TexCoord0.xy;\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+" TexCoord2 = Attrib_TexCoord1.xy;\n",
+"#endif\n",
+" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"#ifdef USETRIPPY\n",
+" gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"#ifdef USEDIFFUSE\n",
+"uniform sampler2D Texture_First;\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"uniform sampler2D Texture_Second;\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"uniform sampler2D Texture_GammaRamps;\n",
+"#endif\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USEVIEWTINT\n",
+" dp_FragColor = VertexColor;\n",
+"#else\n",
+" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n",
+"#endif\n",
+"#ifdef USEDIFFUSE\n",
+"# ifdef USEREFLECTCUBE\n",
+" // suppress texture alpha\n",
+" dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n",
+"# else\n",
+" dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESPECULAR\n",
+" vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n",
+"# ifdef USECOLORMAPPING\n",
+" dp_FragColor *= tex2;\n",
+"# endif\n",
+"# ifdef USEGLOW\n",
+" dp_FragColor += tex2;\n",
+"# endif\n",
+"# ifdef USEVERTEXTEXTUREBLEND\n",
+" dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n",
+"# endif\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n",
+" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n",
+" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n",
+"#endif\n",
+"#ifdef USEALPHAKILL\n",
+" dp_FragColor.a *= Alpha;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_GENERIC\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_BLOOMBLUR\n",
+"dp_varying mediump vec2 TexCoord;\n",
+"#ifdef VERTEX_SHADER\n",
+"void main(void)\n",
+"{\n",
+" VertexColor = Attrib_Color;\n",
+" TexCoord = Attrib_TexCoord0.xy;\n",
+" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform sampler2D Texture_First;\n",
+"uniform mediump vec4 BloomBlur_Parameters;\n",
+"\n",
+"void main(void)\n",
+"{\n",
+" int i;\n",
+" vec2 tc = TexCoord;\n",
+" vec3 color = dp_texture2D(Texture_First, tc).rgb;\n",
+" tc += BloomBlur_Parameters.xy;\n",
+" for (i = 1;i < SAMPLES;i++)\n",
+" {\n",
+" color += dp_texture2D(Texture_First, tc).rgb;\n",
+" tc += BloomBlur_Parameters.xy;\n",
+" }\n",
+" dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_BLOOMBLUR\n",
+"#ifdef MODE_REFRACTION\n",
+"dp_varying mediump vec2 TexCoord;\n",
+"dp_varying highp vec4 ModelViewProjectionPosition;\n",
+"uniform highp mat4 TexMatrix;\n",
+"#ifdef VERTEX_SHADER\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+" vec4 sw = Attrib_SkeletalWeight;\n",
+" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#endif\n",
+"#ifdef USEALPHAGENVERTEX\n",
+" VertexColor = Attrib_Color;\n",
+"#endif\n",
+" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n",
+" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+" ModelViewProjectionPosition = gl_Position;\n",
+"#ifdef USETRIPPY\n",
+" gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform sampler2D Texture_Normal;\n",
+"uniform sampler2D Texture_Refraction;\n",
+"\n",
+"uniform mediump vec4 DistortScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenCenterRefractReflect;\n",
+"uniform mediump vec4 RefractColor;\n",
+"uniform mediump vec4 ReflectColor;\n",
+"uniform highp float ClientTime;\n",
+"#ifdef USENORMALMAPSCROLLBLEND\n",
+"uniform highp vec2 NormalmapScrollBlend;\n",
+"#endif\n",
+"\n",
+"void main(void)\n",
+"{\n",
+" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n",
+" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
+" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
+"#ifdef USEALPHAGENVERTEX\n",
+" vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n",
+" vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n",
+"#else\n",
+" vec2 distort = DistortScaleRefractReflect.xy;\n",
+" vec4 refractcolor = RefractColor;\n",
+"#endif\n",
+" #ifdef USENORMALMAPSCROLLBLEND\n",
+" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
+" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n",
+" #else\n",
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n",
+" #endif\n",
+" // FIXME temporary hack to detect the case that the reflection\n",
+" // gets blackened at edges due to leaving the area that contains actual\n",
+" // content.\n",
+" // Remove this 'ack once we have a better way to stop this thing from\n",
+" // 'appening.\n",
+" float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n",
+" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
+" dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_REFRACTION\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_WATER\n",
+"dp_varying mediump vec2 TexCoord;\n",
+"dp_varying highp vec3 EyeVector;\n",
+"dp_varying highp vec4 ModelViewProjectionPosition;\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp vec3 EyePosition;\n",
+"uniform highp mat4 TexMatrix;\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+" vec4 sw = Attrib_SkeletalWeight;\n",
+" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+" 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))\n",
+" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
+" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
+" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#define Attrib_TexCoord1 SkeletalSVector\n",
+"#define Attrib_TexCoord2 SkeletalTVector\n",
+"#define Attrib_TexCoord3 SkeletalNormal\n",
+"#endif\n",
+"#ifdef USEALPHAGENVERTEX\n",
+" VertexColor = Attrib_Color;\n",
+"#endif\n",
+" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n",
+" vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
+" EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
+" EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
+" EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
+" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+" ModelViewProjectionPosition = gl_Position;\n",
+"#ifdef USETRIPPY\n",
+" gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform sampler2D Texture_Normal;\n",
+"uniform sampler2D Texture_Refraction;\n",
+"uniform sampler2D Texture_Reflection;\n",
+"\n",
+"uniform mediump vec4 DistortScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenCenterRefractReflect;\n",
+"uniform mediump vec4 RefractColor;\n",
+"uniform mediump vec4 ReflectColor;\n",
+"uniform mediump float ReflectFactor;\n",
+"uniform mediump float ReflectOffset;\n",
+"uniform highp float ClientTime;\n",
+"#ifdef USENORMALMAPSCROLLBLEND\n",
+"uniform highp vec2 NormalmapScrollBlend;\n",
+"#endif\n",
+"\n",
+"void main(void)\n",
+"{\n",
+" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
+" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+" vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+" //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n",
+" // slight water animation via 2 layer scrolling (todo: tweak)\n",
+"#ifdef USEALPHAGENVERTEX\n",
+" vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n",
+" float reflectoffset = ReflectOffset * VertexColor.a;\n",
+" float reflectfactor = ReflectFactor * VertexColor.a;\n",
+" vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n",
+"#else\n",
+" vec4 distort = DistortScaleRefractReflect;\n",
+" float reflectoffset = ReflectOffset;\n",
+" float reflectfactor = ReflectFactor;\n",
+" vec4 refractcolor = RefractColor;\n",
+"#endif\n",
+" #ifdef USENORMALMAPSCROLLBLEND\n",
+" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
+" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
+" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n",
+" #else\n",
+" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n",
+" #endif\n",
+" // FIXME temporary hack to detect the case that the reflection\n",
+" // gets blackened at edges due to leaving the area that contains actual\n",
+" // content.\n",
+" // Remove this 'ack once we have a better way to stop this thing from\n",
+" // 'appening.\n",
+" float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n",
+" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n",
+" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n",
+" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n",
+" ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n",
+" f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n",
+" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n",
+" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n",
+" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n",
+" ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n",
+" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n",
+" dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_WATER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"// common definitions between vertex shader and fragment shader:\n",
+"\n",
+"dp_varying mediump vec4 TexCoordSurfaceLightmap;\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"dp_varying mediump vec2 TexCoord2;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"dp_varying mediump vec3 CubeVector;\n",
+"#endif\n",
+"\n",
+"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n",
+"dp_varying mediump vec3 LightVector;\n",
+"#endif\n",
+"\n",
+"#ifdef USEEYEVECTOR\n",
+"dp_varying highp vec4 EyeVectorFogDepth;\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n",
+"dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n",
+"dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n",
+"#else\n",
+"# ifdef USEFOG\n",
+"dp_varying highp vec3 EyeVectorModelSpace;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTION\n",
+"dp_varying highp vec4 ModelViewProjectionPosition;\n",
+"#endif\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"uniform highp vec3 LightPosition;\n",
+"dp_varying highp vec4 ModelViewPosition;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform highp vec3 LightPosition;\n",
+"#endif\n",
+"uniform highp vec3 EyePosition;\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"uniform highp vec3 LightDir;\n",
+"#endif\n",
+"uniform highp vec4 FogPlane;\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"dp_varying highp vec3 ShadowMapTC;\n",
+"#endif\n",
+"\n",
+"#ifdef USEBOUNCEGRID\n",
+"dp_varying highp vec3 BounceGridTexCoord;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEFERREDGEOMETRY\n",
+"dp_varying highp float Depth;\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"// 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\n",
+"\n",
+"// fragment shader specific:\n",
+"#ifdef FRAGMENT_SHADER\n",
+"\n",
+"uniform sampler2D Texture_Normal;\n",
+"uniform sampler2D Texture_Color;\n",
+"uniform sampler2D Texture_Gloss;\n",
+"#ifdef USEGLOW\n",
+"uniform sampler2D Texture_Glow;\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform sampler2D Texture_SecondaryNormal;\n",
+"uniform sampler2D Texture_SecondaryColor;\n",
+"uniform sampler2D Texture_SecondaryGloss;\n",
+"#ifdef USEGLOW\n",
+"uniform sampler2D Texture_SecondaryGlow;\n",
+"#endif\n",
+"#endif\n",
+"#ifdef USECOLORMAPPING\n",
+"uniform sampler2D Texture_Pants;\n",
+"uniform sampler2D Texture_Shirt;\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"#ifdef USEFOGHEIGHTTEXTURE\n",
+"uniform sampler2D Texture_FogHeightTexture;\n",
+"#endif\n",
+"uniform sampler2D Texture_FogMask;\n",
+"#endif\n",
+"#ifdef USELIGHTMAP\n",
+"uniform sampler2D Texture_Lightmap;\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n",
+"uniform sampler2D Texture_Deluxemap;\n",
+"#endif\n",
+"#ifdef USEREFLECTION\n",
+"uniform sampler2D Texture_Reflection;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"uniform sampler2D Texture_ScreenNormalMap;\n",
+"#endif\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"#ifdef USECELOUTLINES\n",
+"uniform sampler2D Texture_ScreenNormalMap;\n",
+"#endif\n",
+"uniform sampler2D Texture_ScreenDiffuse;\n",
+"uniform sampler2D Texture_ScreenSpecular;\n",
+"#endif\n",
+"\n",
+"uniform mediump vec3 Color_Pants;\n",
+"uniform mediump vec3 Color_Shirt;\n",
+"uniform mediump vec3 FogColor;\n",
+"\n",
+"#ifdef USEFOG\n",
+"uniform highp float FogRangeRecip;\n",
+"uniform highp float FogPlaneViewDist;\n",
+"uniform highp float FogHeightFade;\n",
+"vec3 FogVertex(vec4 surfacecolor)\n",
+"{\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+" vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n",
+"#endif\n",
+" float FogPlaneVertexDist = EyeVectorFogDepth.w;\n",
+" float fogfrac;\n",
+" vec3 fc = FogColor;\n",
+"#ifdef USEFOGALPHAHACK\n",
+" fc *= surfacecolor.a;\n",
+"#endif\n",
+"#ifdef USEFOGHEIGHTTEXTURE\n",
+" vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n",
+" fogfrac = fogheightpixel.a;\n",
+" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
+"#else\n",
+"# ifdef USEFOGOUTSIDE\n",
+" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n",
+"# else\n",
+" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n",
+"# endif\n",
+" return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef USEOFFSETMAPPING\n",
+"uniform mediump vec4 OffsetMapping_ScaleSteps;\n",
+"uniform mediump float OffsetMapping_Bias;\n",
+"#ifdef USEOFFSETMAPPING_LOD\n",
+"uniform mediump float OffsetMapping_LodDistance;\n",
+"#endif\n",
+"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n",
+"{\n",
+" float i;\n",
+" // distance-based LOD\n",
+"#ifdef USEOFFSETMAPPING_LOD\n",
+" //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
+" //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n",
+" mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
+" // stupid workaround because 1-step and 2-step reliefmapping is void\n",
+" mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n",
+"#else\n",
+" mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n",
+"#endif\n",
+" mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n",
+" mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n",
+"#else\n",
+" #define ScaleSteps OffsetMapping_ScaleSteps\n",
+"#endif\n",
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
+" float f;\n",
+" // 14 sample relief mapping: linear search and then binary search\n",
+" // this basically steps forward a small amount repeatedly until it finds\n",
+" // itself inside solid, then jitters forward and back using decreasing\n",
+" // amounts to find the impact\n",
+" //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n",
+" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n",
+" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n",
+" vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n",
+" OffsetVector *= ScaleSteps.z;\n",
+" for(i = 1.0; i < ScaleSteps.y; ++i)\n",
+" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n",
+" for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n",
+" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n",
+" return RT.xy;\n",
+"#else\n",
+" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n",
+" //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n",
+" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n",
+" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n",
+" OffsetVector *= ScaleSteps.z;\n",
+" for(i = 0.0; i < ScaleSteps.y; ++i)\n",
+" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n",
+" return TexCoord;\n",
+"#endif\n",
+"}\n",
+"#endif // USEOFFSETMAPPING\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n",
+"uniform sampler2D Texture_Attenuation;\n",
+"uniform samplerCube Texture_Cube;\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef USESHADOWSAMPLER\n",
+"uniform sampler2DShadow Texture_ShadowMap2D;\n",
+"# else\n",
+"uniform sampler2D Texture_ShadowMap2D;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"uniform samplerCube Texture_CubeProjection;\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"uniform mediump vec2 ShadowMap_TextureScale;\n",
+"uniform mediump vec4 ShadowMap_Parameters;\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"# ifdef USESHADOWMAPORTHO\n",
+"# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n",
+"# else\n",
+"# ifdef USESHADOWMAPVSDCT\n",
+"vec3 GetShadowMapTC2D(vec3 dir)\n",
+"{\n",
+" vec3 adir = abs(dir);\n",
+" float m = max(max(adir.x, adir.y), adir.z);\n",
+" vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n",
+"#ifdef USEDEPTHRGB\n",
+" return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n",
+"#else\n",
+" vec2 mparams = ShadowMap_Parameters.xy / m;\n",
+" return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n",
+"#endif\n",
+"}\n",
+"# else\n",
+"vec3 GetShadowMapTC2D(vec3 dir)\n",
+"{\n",
+" vec3 adir = abs(dir);\n",
+" float m; vec4 proj;\n",
+" if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n",
+" if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n",
+"#ifdef USEDEPTHRGB\n",
+" 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);\n",
+"#else\n",
+" vec2 mparams = ShadowMap_Parameters.xy / m;\n",
+" 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);\n",
+"#endif\n",
+"}\n",
+"# endif\n",
+"# endif\n",
+"#endif // defined(USESHADOWMAP2D)\n",
+"\n",
+"# ifdef USESHADOWMAP2D\n",
+"float ShadowMapCompare(vec3 dir)\n",
+"{\n",
+" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n",
+" float f;\n",
+"\n",
+"# ifdef USEDEPTHRGB\n",
+"# ifdef USESHADOWMAPPCF\n",
+"# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n",
+"# if USESHADOWMAPPCF > 1\n",
+" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
+" center *= ShadowMap_TextureScale;\n",
+" 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)));\n",
+" 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)));\n",
+" 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)));\n",
+" 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)));\n",
+" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
+" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
+"# else\n",
+" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n",
+" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
+" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n",
+" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n",
+" vec3 cols = row2 + mix(row1, row3, offset.y);\n",
+" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
+"# endif\n",
+"# else\n",
+" f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n",
+"# endif\n",
+"# else\n",
+"# ifdef USESHADOWSAMPLER\n",
+"# ifdef USESHADOWMAPPCF\n",
+"# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) \n",
+" vec2 offset = fract(shadowmaptc.xy - 0.5);\n",
+" vec4 size = vec4(offset + 1.0, 2.0 - offset);\n",
+"# if USESHADOWMAPPCF > 1\n",
+" vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n",
+" vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
+" f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n",
+" (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)))) +\n",
+" (4.0/25.0)*texval(center);\n",
+"# else\n",
+" vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
+" f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n",
+"# endif \n",
+"# else\n",
+" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n",
+"# endif\n",
+"# else\n",
+"# ifdef USESHADOWMAPPCF\n",
+"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n",
+"# ifdef GL_ARB_texture_gather\n",
+"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n",
+"# else\n",
+"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n",
+"# endif\n",
+" vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n",
+"# if USESHADOWMAPPCF > 1\n",
+" vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
+" vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
+" vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n",
+" vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n",
+" vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n",
+" vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n",
+" vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n",
+" vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n",
+" vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n",
+" vec4 locols = vec4(group1.ab, group3.ab);\n",
+" vec4 hicols = vec4(group7.rg, group9.rg);\n",
+" locols.yz += group2.ab;\n",
+" hicols.yz += group8.rg;\n",
+" vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n",
+" vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n",
+" mix(locols, hicols, offset.y);\n",
+" vec4 cols = group5 + vec4(group2.rg, group8.ab);\n",
+" cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n",
+" f = dot(cols, vec4(1.0/25.0));\n",
+"# else\n",
+" vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n",
+" vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n",
+" vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n",
+" vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n",
+" vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n",
+" mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n",
+" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
+"# endif\n",
+"# else\n",
+"# ifdef GL_EXT_gpu_shader4\n",
+"# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n",
+"# else\n",
+"# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n",
+"# endif\n",
+"# if USESHADOWMAPPCF > 1\n",
+" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
+" center *= ShadowMap_TextureScale;\n",
+" 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)));\n",
+" 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)));\n",
+" 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)));\n",
+" 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)));\n",
+" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
+" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
+"# else\n",
+" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n",
+" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
+" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n",
+" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n",
+" vec3 cols = row2 + mix(row1, row3, offset.y);\n",
+" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
+"# endif\n",
+"# endif\n",
+"# else\n",
+" f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n",
+"# endif\n",
+"# endif\n",
+"# endif\n",
+"# ifdef USESHADOWMAPORTHO\n",
+" return mix(ShadowMap_Parameters.w, 1.0, f);\n",
+"# else\n",
+" return f;\n",
+"# endif\n",
+"}\n",
+"# endif\n",
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
+"#endif // FRAGMENT_SHADER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_DEFERREDGEOMETRY\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp mat4 TexMatrix;\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform highp mat4 BackgroundTexMatrix;\n",
+"#endif\n",
+"uniform highp mat4 ModelViewMatrix;\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+" vec4 sw = Attrib_SkeletalWeight;\n",
+" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+" 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))\n",
+" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
+" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
+" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#define Attrib_TexCoord1 SkeletalSVector\n",
+"#define Attrib_TexCoord2 SkeletalTVector\n",
+"#define Attrib_TexCoord3 SkeletalNormal\n",
+"#endif\n",
+" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" VertexColor = Attrib_Color;\n",
+" TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n",
+"#endif\n",
+"\n",
+" // transform unnormalized eye direction into tangent space\n",
+"#ifdef USEOFFSETMAPPING\n",
+" vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
+" EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
+" EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
+" EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
+" EyeVectorFogDepth.w = 0.0;\n",
+"#endif\n",
+"\n",
+" VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n",
+" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n",
+" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n",
+" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"#ifdef USETRIPPY\n",
+" gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+" Depth = (ModelViewMatrix * Attrib_Position).z;\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USEOFFSETMAPPING\n",
+" // apply offsetmapping\n",
+" vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n",
+" vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n",
+" vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n",
+"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n",
+"#else\n",
+"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n",
+"#endif\n",
+"\n",
+"#ifdef USEALPHAKILL\n",
+" if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n",
+" discard;\n",
+"#endif\n",
+"\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" float alpha = offsetMappedTexture2D(Texture_Color).a;\n",
+" float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n",
+" //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n",
+" //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n",
+"#endif\n",
+"\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n",
+" float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n",
+"#else\n",
+" vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n",
+" float a = offsetMappedTexture2D(Texture_Gloss).a;\n",
+"#endif\n",
+"\n",
+" vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n",
+" dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"#else // !MODE_DEFERREDGEOMETRY\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp mat4 ModelViewMatrix;\n",
+"void main(void)\n",
+"{\n",
+" ModelViewPosition = ModelViewMatrix * Attrib_Position;\n",
+" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform highp mat4 ViewToLight;\n",
+"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n",
+"uniform highp vec2 ScreenToDepth;\n",
+"uniform myhalf3 DeferredColor_Ambient;\n",
+"uniform myhalf3 DeferredColor_Diffuse;\n",
+"#ifdef USESPECULAR\n",
+"uniform myhalf3 DeferredColor_Specular;\n",
+"uniform myhalf SpecularPower;\n",
+"#endif\n",
+"uniform myhalf2 PixelToScreenTexCoord;\n",
+"void main(void)\n",
+"{\n",
+" // calculate viewspace pixel position\n",
+" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
+" vec3 position;\n",
+" // get the geometry information (depth, normal, specular exponent)\n",
+" myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n",
+" // decode viewspace pixel normal\n",
+"// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n",
+" myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n",
+" // decode viewspace pixel position\n",
+"// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n",
+" position.z = normalmap.b;\n",
+"// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n",
+" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n",
+"\n",
+" // now do the actual shading\n",
+" // surfacenormal = pixel normal in viewspace\n",
+" // LightVector = pixel to light in viewspace\n",
+" // CubeVector = pixel in lightspace\n",
+" // eyenormal = pixel to view direction in viewspace\n",
+" vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n",
+" myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
+"#ifdef USEDIFFUSE\n",
+" // calculate diffuse shading\n",
+" myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n",
+"SHADEDIFFUSE\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+" // calculate directional shading\n",
+" myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n",
+"SHADESPECULAR(SpecularPower * normalmap.a)\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+" fade *= ShadowMapCompare(CubeVector);\n",
+"#endif\n",
+"\n",
+"#ifdef USESPECULAR\n",
+" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
+" gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n",
+"# ifdef USECUBEFILTER\n",
+" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n",
+" gl_FragData[0].rgb *= cubecolor;\n",
+" gl_FragData[1].rgb *= cubecolor;\n",
+"# endif\n",
+"#else\n",
+"# ifdef USEDIFFUSE\n",
+" gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
+"# else\n",
+" gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n",
+"# endif\n",
+"# ifdef USECUBEFILTER\n",
+" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n",
+" gl_FragColor.rgb *= cubecolor;\n",
+"# endif\n",
+"#endif\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"#else // !MODE_DEFERREDLIGHTSOURCE\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp mat4 TexMatrix;\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform highp mat4 BackgroundTexMatrix;\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform highp mat4 ModelToLight;\n",
+"#endif\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"uniform highp mat4 ShadowMapMatrix;\n",
+"#endif\n",
+"#ifdef USEBOUNCEGRID\n",
+"uniform highp mat4 BounceGridMatrix;\n",
+"#endif\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+" vec4 sw = Attrib_SkeletalWeight;\n",
+" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"// ivec4 si = ivec4(Attrib_SkeletalIndex);\n",
+"// 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;\n",
+" 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))\n",
+" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+" SkeletalVertex.w = 1.0;\n",
+" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
+" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
+" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#define Attrib_TexCoord1 SkeletalSVector\n",
+"#define Attrib_TexCoord2 SkeletalTVector\n",
+"#define Attrib_TexCoord3 SkeletalNormal\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n",
+" VertexColor = Attrib_Color;\n",
+"#endif\n",
+" // copy the surface texcoord\n",
+"#ifdef USELIGHTMAP\n",
+" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n",
+"#else\n",
+" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n",
+"#endif\n",
+"\n",
+"#ifdef USEBOUNCEGRID\n",
+" BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n",
+"#ifdef USEBOUNCEGRIDDIRECTIONAL\n",
+" BounceGridTexCoord.z *= 0.125;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+" // transform vertex position into light attenuation/cubemap space\n",
+" // (-1 to +1 across the light box)\n",
+" CubeVector = vec3(ModelToLight * Attrib_Position);\n",
+"\n",
+"# ifdef USEDIFFUSE\n",
+" // transform unnormalized light direction into tangent space\n",
+" // (we use unnormalized to ensure that it interpolates correctly and then\n",
+" // normalize it per pixel)\n",
+" vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n",
+" LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n",
+" LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n",
+" LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n",
+" LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n",
+" LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n",
+" LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n",
+"#endif\n",
+"\n",
+" // transform unnormalized eye direction into tangent space\n",
+"#ifdef USEEYEVECTOR\n",
+" vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
+" EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
+" EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
+" EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
+"#ifdef USEFOG\n",
+" EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n",
+"#else\n",
+" EyeVectorFogDepth.w = 0.0;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"# ifdef USEFOG\n",
+" VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n",
+" VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n",
+" VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n",
+"# else\n",
+" VectorS = vec4(Attrib_TexCoord1, 0);\n",
+" VectorT = vec4(Attrib_TexCoord2, 0);\n",
+" VectorR = vec4(Attrib_TexCoord3, 0);\n",
+"# endif\n",
+"#else\n",
+"# ifdef USEFOG\n",
+" EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+" // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n",
+" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+" ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTION\n",
+" ModelViewProjectionPosition = gl_Position;\n",
+"#endif\n",
+"#ifdef USETRIPPY\n",
+" gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"uniform myhalf2 PixelToScreenTexCoord;\n",
+"uniform myhalf3 DeferredMod_Diffuse;\n",
+"uniform myhalf3 DeferredMod_Specular;\n",
+"#endif\n",
+"uniform myhalf3 Color_Ambient;\n",
+"uniform myhalf3 Color_Diffuse;\n",
+"uniform myhalf3 Color_Specular;\n",
+"uniform myhalf SpecularPower;\n",
+"#ifdef USEGLOW\n",
+"uniform myhalf3 Color_Glow;\n",
+"#endif\n",
+"uniform myhalf Alpha;\n",
+"#ifdef USEREFLECTION\n",
+"uniform mediump vec4 DistortScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenCenterRefractReflect;\n",
+"uniform mediump vec4 ReflectColor;\n",
+"#endif\n",
+"#ifdef USEREFLECTCUBE\n",
+"uniform highp mat4 ModelToReflectCube;\n",
+"uniform sampler2D Texture_ReflectMask;\n",
+"uniform samplerCube Texture_ReflectCube;\n",
+"#endif\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"uniform myhalf3 LightColor;\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform myhalf3 LightColor;\n",
+"#endif\n",
+"#ifdef USEBOUNCEGRID\n",
+"uniform sampler3D Texture_BounceGrid;\n",
+"uniform float BounceGridIntensity;\n",
+"uniform highp mat4 BounceGridMatrix;\n",
+"#endif\n",
+"uniform highp float ClientTime;\n",
+"#ifdef USENORMALMAPSCROLLBLEND\n",
+"uniform highp vec2 NormalmapScrollBlend;\n",
+"#endif\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USEOFFSETMAPPING\n",
+" // apply offsetmapping\n",
+" vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n",
+" vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n",
+" vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n",
+"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n",
+"# define TexCoord TexCoordOffset\n",
+"#else\n",
+"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n",
+"# define TexCoord TexCoordSurfaceLightmap.xy\n",
+"#endif\n",
+"\n",
+" // combine the diffuse textures (base, pants, shirt)\n",
+" myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n",
+"#ifdef USEALPHAKILL\n",
+" if (color.a < 0.5)\n",
+" discard;\n",
+"#endif\n",
+" color.a *= Alpha;\n",
+"#ifdef USECOLORMAPPING\n",
+" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"#ifdef USEBOTHALPHAS\n",
+" myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n",
+" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n",
+" color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n",
+"#else\n",
+" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n",
+" //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n",
+" //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n",
+" color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n",
+"#endif\n",
+" color.a = 1.0;\n",
+" //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n",
+"#endif\n",
+"#ifdef USEALPHAGENVERTEX\n",
+" color.a *= VertexColor.a;\n",
+"#endif\n",
+"\n",
+" // get the surface normal\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" 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));\n",
+"#else\n",
+" myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n",
+"#endif\n",
+"\n",
+" // get the material colors\n",
+" myhalf3 diffusetex = color.rgb;\n",
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
+"# ifdef USEVERTEXTEXTUREBLEND\n",
+" myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n",
+"# else\n",
+" myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTCUBE\n",
+" vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n",
+" vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n",
+" vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n",
+" diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n",
+"#endif\n",
+"\n",
+"#ifdef USESPECULAR\n",
+" myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+" // light source\n",
+"#ifdef USEDIFFUSE\n",
+" myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
+"SHADEDIFFUSE\n",
+" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n",
+"#ifdef USESPECULAR\n",
+"SHADESPECULAR(SpecularPower * glosstex.a)\n",
+" color.rgb += glosstex.rgb * (specular * Color_Specular);\n",
+"#endif\n",
+"#else\n",
+" color.rgb = diffusetex * Color_Ambient;\n",
+"#endif\n",
+" color.rgb *= LightColor;\n",
+" color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
+"#if defined(USESHADOWMAP2D)\n",
+" color.rgb *= ShadowMapCompare(CubeVector);\n",
+"#endif\n",
+"# ifdef USECUBEFILTER\n",
+" color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n",
+"# endif\n",
+"#endif // MODE_LIGHTSOURCE\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+" #define SHADING\n",
+" #ifdef USEDIFFUSE\n",
+" myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
+" #endif\n",
+" #define lightcolor LightColor\n",
+"#endif // MODE_LIGHTDIRECTION\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+" #define SHADING\n",
+" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n",
+" myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
+" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
+" // convert modelspace light vector to tangentspace\n",
+" myhalf3 lightnormal;\n",
+" lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n",
+" lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n",
+" lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n",
+" lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n",
+" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n",
+" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n",
+" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n",
+" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n",
+" // to map the luxels to coordinates on the draw surfaces), which also causes\n",
+" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n",
+" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n",
+" // nudge is done here at expense of some additional fps. This is ONLY needed for\n",
+" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n",
+" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n",
+"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n",
+" #define SHADING\n",
+" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n",
+" myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
+" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n",
+" #define SHADING\n",
+" // forced deluxemap on lightmapped/vertexlit surfaces\n",
+" myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n",
+" #ifdef USELIGHTMAP\n",
+" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
+" #else\n",
+" myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n",
+" #endif\n",
+"#endif\n",
+"#ifdef MODE_FAKELIGHT\n",
+" #define SHADING\n",
+" myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n",
+" myhalf3 lightcolor = cast_myhalf3(1.0);\n",
+"#endif // MODE_FAKELIGHT\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTMAP\n",
+" color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n",
+"#endif // MODE_LIGHTMAP\n",
+"#ifdef MODE_VERTEXCOLOR\n",
+" color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n",
+"#endif // MODE_VERTEXCOLOR\n",
+"#ifdef MODE_FLATCOLOR\n",
+" color.rgb = diffusetex * Color_Ambient;\n",
+"#endif // MODE_FLATCOLOR\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef SHADING\n",
+"# ifdef USEDIFFUSE\n",
+"SHADEDIFFUSE\n",
+"# ifdef USESPECULAR\n",
+"SHADESPECULAR(SpecularPower * glosstex.a)\n",
+" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n",
+"# else\n",
+" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n",
+"# endif\n",
+"# else\n",
+" color.rgb = diffusetex * Color_Ambient;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+" color.rgb *= ShadowMapCompare(ShadowMapTC);\n",
+"#endif\n",
+"\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
+" color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n",
+" color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n",
+"// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n",
+"#endif\n",
+"\n",
+"#ifdef USEBOUNCEGRID\n",
+"#ifdef USEBOUNCEGRIDDIRECTIONAL\n",
+"// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n",
+"// 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);\n",
+" myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n",
+" myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n",
+" myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n",
+" myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n",
+" myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n",
+" myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n",
+" myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n",
+" myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n",
+" myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n",
+"// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n",
+" myhalf3 bouncegrid_light = cast_myhalf3(\n",
+" dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n",
+" dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n",
+" dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n",
+" color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n",
+"// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n",
+"#else\n",
+" color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEGLOW\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n",
+"#else\n",
+" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef USECELOUTLINES\n",
+"# ifdef USEDEFERREDLIGHTMAP\n",
+"// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
+" vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n",
+" vec4 DepthNeighbors;\n",
+"\n",
+" // enable to test ink on white geometry\n",
+"// color.rgb = vec3(1.0, 1.0, 1.0);\n",
+"\n",
+" // note: this seems to be negative\n",
+" float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n",
+"\n",
+" // edge detect method\n",
+"// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n",
+"// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n",
+"// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n",
+"// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n",
+"// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n",
+"// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n",
+"// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));\n",
+"// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); \n",
+"\n",
+" // shadow method\n",
+" float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)\n",
+"// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)\n",
+"// float DepthScale1 = 0.003;\n",
+" float DepthScale2 = DepthScale1 / 2.0;\n",
+"// float DepthScale3 = DepthScale1 / 4.0;\n",
+" float DepthBias1 = -DepthCenter * DepthScale1;\n",
+" float DepthBias2 = -DepthCenter * DepthScale2;\n",
+"// float DepthBias3 = -DepthCenter * DepthScale3;\n",
+" float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1)\n",
+" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1)\n",
+" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)\n",
+" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1)\n",
+" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2)\n",
+" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2)\n",
+" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)\n",
+" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2)\n",
+"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3)\n",
+"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3)\n",
+"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)\n",
+"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3)\n",
+" - 0.0;\n",
+" color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));\n",
+"// color.r = DepthCenter / -1024.0;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEFOG\n",
+" color.rgb = FogVertex(color);\n",
+"#endif\n",
+"\n",
+" // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n",
+"#ifdef USEREFLECTION\n",
+" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
+" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n",
+" #ifdef USENORMALMAPSCROLLBLEND\n",
+"# ifdef USEOFFSETMAPPING\n",
+" 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);\n",
+"# else\n",
+" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
+"# endif\n",
+" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n",
+" #else\n",
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n",
+" #endif\n",
+" // FIXME temporary hack to detect the case that the reflection\n",
+" // gets blackened at edges due to leaving the area that contains actual\n",
+" // content.\n",
+" // Remove this 'ack once we have a better way to stop this thing from\n",
+" // 'appening.\n",
+" float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n",
+" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
+" color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n",
+"#endif\n",
+"\n",
+" dp_FragColor = vec4(color);\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"\n",
+"#endif // !MODE_DEFERREDLIGHTSOURCE\n",
+"#endif // !MODE_DEFERREDGEOMETRY\n",
+"#endif // !MODE_WATER\n",
+"#endif // !MODE_REFRACTION\n",
+"#endif // !MODE_BLOOMBLUR\n",
+"#endif // !MODE_GENERIC\n",
+"#endif // !MODE_POSTPROCESS\n",
+"#endif // !MODE_DEPTH_OR_SHADOW\n",
-"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
-"\n"
-"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
-"#if defined(USEREFLECTION)\n"
-"#undef USESHADOWMAPORTHO\n"
-"#endif\n"
-"\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
-"# define USEFOG\n"
-"#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
-"#define USELIGHTMAP\n"
-"#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
-"#define USEEYEVECTOR\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef HLSL\n"
-"//#undef USESHADOWMAPPCF\n"
-"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
-"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
-"#else\n"
-"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"#ifdef USETRIPPY\n"
-"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
-"// tweaked scale\n"
-"float4 TrippyVertex(float4 position)\n"
-"(\n"
-"uniform float ClientTime : register(c2)\n"
-")\n"
-"{\n"
-" float worldTime = ClientTime;\n"
-" // tweaked for Quake\n"
-" worldTime *= 10.0;\n"
-" position *= 0.125;\n"
-" //~tweaked for Quake\n"
-" float distanceSquared = (position.x * position.x + position.z * position.z);\n"
-" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
-" float y = position.y;\n"
-" float x = position.x;\n"
-" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
-" position.y = x*sin(om)+y*cos(om);\n"
-" position.x = x*cos(om)-y*sin(om);\n"
-" return position;\n"
-"}\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEPTH_OR_SHADOW\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float Depth : TEXCOORD0\n"
-")\n"
-"{\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-" Depth = gl_Position.z;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float Depth : TEXCOORD0,\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-"// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
-" float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
-" temp.yz -= floor(temp.yz);\n"
-" dp_FragColor = temp;\n"
-"// dp_FragColor = float4(Depth,0,0,0);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_DEPTH_OR_SHADOW\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_SHOWDEPTH\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float4 gl_FrontColor : COLOR0\n"
-")\n"
-"{\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-" gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_FrontColor : COLOR0,\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-" dp_FragColor = gl_FrontColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_SHOWDEPTH\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_POSTPROCESS\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord1 : TEXCOORD0,\n"
-"out float2 TexCoord2 : TEXCOORD1\n"
-")\n"
-"{\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-" TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#ifdef USEBLOOM\n"
-" TexCoord2 = gl_MultiTexCoord4.xy;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float2 TexCoord1 : TEXCOORD0,\n"
-"float2 TexCoord2 : TEXCOORD1,\n"
-"uniform sampler Texture_First : register(s0),\n"
-"#ifdef USEBLOOM\n"
-"uniform sampler Texture_Second : register(s1),\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler Texture_GammaRamps : register(s2),\n"
-"#endif\n"
-"#ifdef USESATURATION\n"
-"uniform float Saturation : register(c30),\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"uniform float4 ViewTintColor : register(c41),\n"
-"#endif\n"
-"uniform float4 UserVec1 : register(c37),\n"
-"uniform float4 UserVec2 : register(c38),\n"
-"uniform float4 UserVec3 : register(c39),\n"
-"uniform float4 UserVec4 : register(c40),\n"
-"uniform float ClientTime : register(c2),\n"
-"uniform float2 PixelSize : register(c25),\n"
-"uniform float4 BloomColorSubtract : register(c43),\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-" dp_FragColor = tex2D(Texture_First, TexCoord1);\n"
-"#ifdef USEBLOOM\n"
-" dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-" dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
-"#endif\n"
-"\n"
-"#ifdef USEPOSTPROCESSING\n"
-"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
-"// 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\n"
-" float sobel = 1.0;\n"
-" // float2 ts = textureSize(Texture_First, 0);\n"
-" // float2 px = float2(1/ts.x, 1/ts.y);\n"
-" float2 px = PixelSize;\n"
-" float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
-" float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
-" float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
-" float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
-" float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
-" float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
-" float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
-" float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
-" float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
-" float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
-" float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
-" float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
-" float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
-" float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
-" float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
-" float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
-" float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
-" float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
-" float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
-" float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
-" float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
-" float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
-" float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
-" float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
-" sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
-" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
-" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
-" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
-" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
-" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
-" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
-" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
-"#endif\n"
-"\n"
-"#ifdef USESATURATION\n"
-" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
-" float y = dot(dp_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
-" // 'vampire sight' effect, wheres red is compensated\n"
-" #ifdef SATURATION_REDCOMPENSATE\n"
-" float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
-" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n"
-" dp_FragColor.r += r;\n"
-" #else\n"
-" // normal desaturation\n"
-" //dp_FragColor = float3(y,y,y) + (dp_FragColor.rgb - float3(y)) * Saturation;\n"
-" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n"
-" #endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEGAMMARAMPS\n"
-" dp_FragColor.r = tex2D(Texture_GammaRamps, float2(dp_FragColor.r, 0)).r;\n"
-" dp_FragColor.g = tex2D(Texture_GammaRamps, float2(dp_FragColor.g, 0)).g;\n"
-" dp_FragColor.b = tex2D(Texture_GammaRamps, float2(dp_FragColor.b, 0)).b;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_POSTPROCESS\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_GENERIC\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_Color : COLOR0,\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"out float4 gl_Position : POSITION,\n"
-"#ifdef USEDIFFUSE\n"
-"out float2 TexCoord1 : TEXCOORD0,\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"out float2 TexCoord2 : TEXCOORD1,\n"
-"#endif\n"
-"out float4 gl_FrontColor : COLOR\n"
-")\n"
-"{\n"
-" gl_FrontColor = gl_Color;\n"
-"#ifdef USEDIFFUSE\n"
-" TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-" TexCoord2 = gl_MultiTexCoord1.xy;\n"
-"#endif\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float4 gl_FrontColor : COLOR0,\n"
-"float2 TexCoord1 : TEXCOORD0,\n"
-"float2 TexCoord2 : TEXCOORD1,\n"
-"#ifdef USEDIFFUSE\n"
-"uniform sampler Texture_First : register(s0),\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"uniform sampler Texture_Second : register(s1),\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler Texture_GammaRamps : register(s2),\n"
-"#endif\n"
-"uniform half Alpha : register(c0),\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-"#ifdef USEVIEWTINT\n"
-" dp_FragColor = gl_FrontColor;\n"
-"#else\n"
-" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
-"#endif\n"
-"#ifdef USEDIFFUSE\n"
-"# ifdef USEREFLECTCUBE\n"
-" // suppress texture alpha\n"
-" dp_FragColor.rgb *= tex2D(Texture_First, TexCoord1).rgb;\n"
-"# else\n"
-" dp_FragColor *= tex2D(Texture_First, TexCoord1);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-" float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
-"# ifdef USECOLORMAPPING\n"
-" dp_FragColor *= tex2;\n"
-"# endif\n"
-"# ifdef USEGLOW\n"
-" dp_FragColor += tex2;\n"
-"# endif\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-" dp_FragColor = lerp(dp_FragColor, tex2, tex2.a);\n"
-"# endif\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-" dp_FragColor.r = tex2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
-" dp_FragColor.g = tex2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
-" dp_FragColor.b = tex2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
-"#endif\n"
-"#ifdef USEALPHAKILL\n"
-" dp_FragColor.a *= Alpha;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_GENERIC\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_BLOOMBLUR\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0\n"
-")\n"
-"{\n"
-" TexCoord = gl_MultiTexCoord0.xy;\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float2 TexCoord : TEXCOORD0,\n"
-"uniform sampler Texture_First : register(s0),\n"
-"uniform float4 BloomBlur_Parameters : register(c1),\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-" int i;\n"
-" float2 tc = TexCoord;\n"
-" float3 color = tex2D(Texture_First, tc).rgb;\n"
-" tc += BloomBlur_Parameters.xy;\n"
-" for (i = 1;i < SAMPLES;i++)\n"
-" {\n"
-" color += tex2D(Texture_First, tc).rgb;\n"
-" tc += BloomBlur_Parameters.xy;\n"
-" }\n"
-" dp_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_BLOOMBLUR\n"
-"#ifdef MODE_REFRACTION\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"float4 gl_Color : COLOR0,\n"
-"#endif\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"uniform float3 EyePosition : register(c24),\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0,\n"
-"out float3 EyeVector : TEXCOORD1,\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
-")\n"
-"{\n"
-"#ifdef USEALPHAGENVERTEX\n"
-" gl_FrontColor = gl_Color;\n"
-"#endif\n"
-" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"float2 TexCoord : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD1,\n"
-"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Refraction : register(s3),\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform float4 RefractColor : register(c29),\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-" float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-" //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"#ifdef USEALPHAGENVERTEX\n"
-" float2 distort = DistortScaleRefractReflect.xy * gl_FrontColor.a;\n"
-" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n"
-"#else\n"
-" float2 distort = DistortScaleRefractReflect.xy;\n"
-" float4 refractcolor = RefractColor;\n"
-"#endif\n"
-" float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * distort;\n"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-" dp_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * refractcolor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_REFRACTION\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_WATER\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"float4 gl_Color : COLOR0,\n"
-"#endif\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
-"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"uniform float3 EyePosition : register(c24),\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0,\n"
-"out float3 EyeVector : TEXCOORD1,\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
-")\n"
-"{\n"
-"#ifdef USEALPHAGENVERTEX\n"
-" gl_FrontColor = gl_Color;\n"
-"#endif\n"
-" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
-" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"float2 TexCoord : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD1,\n"
-"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Refraction : register(s3),\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform float4 RefractColor : register(c29),\n"
-"uniform float4 ReflectColor : register(c26),\n"
-"uniform float ReflectFactor : register(c27),\n"
-"uniform float ReflectOffset : register(c28),\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
-"#ifdef USEALPHAGENVERTEX\n"
-" float4 distort = DistortScaleRefractReflect * gl_FrontColor.a;\n"
-" float reflectoffset = ReflectOffset * gl_FrontColor.a;\n"
-" float reflectfactor = ReflectFactor * gl_FrontColor.a;\n"
-" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n"
-"#else\n"
-" float4 distort = DistortScaleRefractReflect;\n"
-" float reflectoffset = ReflectOffset;\n"
-" float reflectfactor = ReflectFactor;\n"
-" float4 refractcolor = RefractColor;\n"
-"#endif\n"
-" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * distort;\n"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-" f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
-" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n"
-" dp_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_WATER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// 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\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"#ifdef USEFOG\n"
-"float3 FogVertex(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
-"{\n"
-" float fogfrac;\n"
-" float3 fc = FogColor;\n"
-"#ifdef USEFOGALPHAHACK\n"
-" fc *= surfacecolor.a;\n"
-"#endif\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-" float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
-" fogfrac = fogheightpixel.a;\n"
-" return lerp(fogheightpixel.rgb * fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#else\n"
-"# ifdef USEFOGOUTSIDE\n"
-" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
-"# else\n"
-" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
-"# endif\n"
-" return lerp(fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
-"{\n"
-" float i;\n"
-" // distance-based LOD\n"
-"#ifdef USEOFFSETMAPPING_LOD\n"
-" //float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
-" //float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
-" float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-" // stupid workaround because 1-step and 2-step reliefmapping is void\n"
-" float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n"
-"#else\n"
-" float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n"
-"#endif\n"
-" float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n"
-" float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n"
-"#else\n"
-" #define ScaleSteps OffsetMapping_ScaleSteps\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-" // 14 sample relief mapping: linear search and then binary search\n"
-" // this basically steps forward a small amount repeatedly until it finds\n"
-" // itself inside solid, then jitters forward and back using decreasing\n"
-" // amounts to find the impact\n"
-" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n"
-" //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n"
-" float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n"
-" float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
-" OffsetVector *= ScaleSteps.z;\n"
-" for(i = 1.0; i < ScaleSteps.y; ++i)\n"
-" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-" for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
-" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
-" return RT.xy;\n"
-"#else\n"
-" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n"
-" //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n"
-" float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n"
-" OffsetVector *= ScaleSteps.z;\n"
-" for(i = 0.0; i < ScaleSteps.y; ++i)\n"
-" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
-" return TexCoord;\n"
-"#endif\n"
-"}\n"
-"#endif // USEOFFSETMAPPING\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"#if defined(USESHADOWMAP2D)\n"
-"# ifdef USESHADOWMAPORTHO\n"
-"# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
-"# else\n"
-"# ifdef USESHADOWMAPVSDCT\n"
-"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
-"{\n"
-" float3 adir = abs(dir);\n"
-" float2 mparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
-" float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
-" return float3(lerp(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
-"}\n"
-"# else\n"
-"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
-"{\n"
-" float3 adir = abs(dir);\n"
-" float m; float4 proj;\n"
-" if (adir.x > adir.y) { m = adir.x; proj = float4(dir.zyx, 0.5); } else { m = adir.y; proj = float4(dir.xzy, 1.5); }\n"
-" if (adir.z > m) { m = adir.z; proj = float4(dir, 2.5); }\n"
-"#ifdef HLSL\n"
-" return float3(proj.xy * ShadowMap_Parameters.x / m + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n"
-"#else\n"
-" float2 mparams = ShadowMap_Parameters.xy / m;\n"
-" return float3(proj.xy * mparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
-"#endif\n"
-"}\n"
-"# endif\n"
-"# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
-"\n"
-"# ifdef USESHADOWMAP2D\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
-"#else\n"
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
-"#endif\n"
-"{\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
-"#else\n"
-" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
-"#endif\n"
-" float f;\n"
-"\n"
-"# ifdef USESHADOWSAMPLER\n"
-"# ifdef USESHADOWMAPPCF\n"
-"# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
-" float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
-" f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
-"# else\n"
-" f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
-"# endif\n"
-"# else\n"
-"# ifdef USESHADOWMAPPCF\n"
-"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
-"# ifdef GL_ARB_texture_gather\n"
-"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
-"# else\n"
-"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
-"# endif\n"
-" float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"# if USESHADOWMAPPCF > 1\n"
-" float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
-" float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
-" float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
-" float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
-" float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
-" float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
-" float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
-" float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
-" float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
-" float4 locols = float4(group1.ab, group3.ab);\n"
-" float4 hicols = float4(group7.rg, group9.rg);\n"
-" locols.yz += group2.ab;\n"
-" hicols.yz += group8.rg;\n"
-" float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
-" float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
-" lerp(locols, hicols, offset.y);\n"
-" float4 cols = group5 + float4(group2.rg, group8.ab);\n"
-" cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
-" f = dot(cols, float4(1.0/25.0));\n"
-"# else\n"
-" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
-" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
-" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
-" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
-" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
-"# endif\n"
-"# else\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
-"# else\n"
-"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
-"# endif\n"
-"# if USESHADOWMAPPCF > 1\n"
-" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
-" center *= ShadowMap_TextureScale;\n"
-" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
-" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
-" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
-" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
-" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
-"# else\n"
-" float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
-" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
-" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
-" float3 cols = row2 + lerp(row1, row3, offset.y);\n"
-" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
-"# endif\n"
-"# endif\n"
-"# else\n"
-" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"# endif\n"
-"# endif\n"
-"# ifdef USESHADOWMAPORTHO\n"
-" return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
-"# else\n"
-" return f;\n"
-"# endif\n"
-"}\n"
-"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"float4 gl_Color : COLOR0,\n"
-"#endif\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
-"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
-"#endif\n"
-"uniform float4x4 ModelViewMatrix : register(c12),\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float3 EyePosition : register(c24),\n"
-"#endif\n"
-"out float4 gl_Position : POSITION,\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USEOFFSETMAPPING\n"
-"out float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
-")\n"
-"{\n"
-" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" gl_FrontColor = gl_Color;\n"
-" TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
-"#endif\n"
-"\n"
-" // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEOFFSETMAPPING\n"
-" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n"
-"#endif\n"
-"\n"
-" VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
-" VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
-" VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-" VectorR.w = mul(ModelViewMatrix, gl_Vertex).z;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float4 TexCoordBoth : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD2,\n"
-"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"#ifdef USEALPHAKILL\n"
-"uniform sampler Texture_Color : register(s1),\n"
-"#endif\n"
-"uniform sampler Texture_Gloss : register(s2),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler Texture_SecondaryNormal : register(s4),\n"
-"uniform sampler Texture_SecondaryGloss : register(s6),\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
-"uniform float4 OffsetMapping_LodDistance : register(c53),\n"
-"uniform float OffsetMapping_Bias : register(c54),\n"
-"#endif\n"
-"uniform half SpecularPower : register(c36),\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-" float2 TexCoord = TexCoordBoth.xy;\n"
-"#ifdef USEOFFSETMAPPING\n"
-" // apply offsetmapping\n"
-" float2 dPdx = ddx(TexCoord);\n"
-" float2 dPdy = ddy(TexCoord);\n"
-" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
-"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n"
-"#else\n"
-"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"
-"#endif\n"
-"\n"
-"#ifdef USEALPHAKILL\n"
-" if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
-" discard;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
-" float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
-" //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
-" //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
-" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
-"#else\n"
-" float3 surfacenormal = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n"
-" float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
-"#endif\n"
-"\n"
-" float3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n"
-" dp_FragColor = float4(pixelnormal.x, pixelnormal.y, VectorR.w, a);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDGEOMETRY\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"uniform float4x4 ModelViewMatrix : register(c12),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float4 ModelViewPosition : TEXCOORD0\n"
-")\n"
-"{\n"
-" ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"#ifdef HLSL\n"
-"float2 Pixel : VPOS,\n"
-"#else\n"
-"float2 Pixel : WPOS,\n"
-"#endif\n"
-"float4 ModelViewPosition : TEXCOORD0,\n"
-"uniform float4x4 ViewToLight : register(c44),\n"
-"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
-"uniform float3 LightPosition : register(c23),\n"
-"uniform half2 PixelToScreenTexCoord : register(c42),\n"
-"uniform half3 DeferredColor_Ambient : register(c9),\n"
-"uniform half3 DeferredColor_Diffuse : register(c10),\n"
-"#ifdef USESPECULAR\n"
-"uniform half3 DeferredColor_Specular : register(c11),\n"
-"uniform half SpecularPower : register(c36),\n"
-"#endif\n"
-"uniform sampler Texture_Attenuation : register(s9),\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"\n"
-"#ifdef USECUBEFILTER\n"
-"uniform samplerCUBE Texture_Cube : register(s10),\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform float2 ShadowMap_TextureScale : register(c35),\n"
-"uniform float4 ShadowMap_Parameters : register(c34),\n"
-"#endif\n"
-"\n"
-"out float4 gl_FragData0 : COLOR0,\n"
-"out float4 gl_FragData1 : COLOR1\n"
-")\n"
-"{\n"
-" // calculate viewspace pixel position\n"
-" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-" float3 position;\n"
-" // get the geometry information (depth, normal, specular exponent)\n"
-" half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
-" // decode viewspace pixel normal\n"
-"// float3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
-" float3 surfacenormal = half3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n"
-" // decode viewspace pixel position\n"
-"// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n"
-" position.z = normalmap.b;\n"
-"// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
-" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-"\n"
-" // now do the actual shading\n"
-" // surfacenormal = pixel normal in viewspace\n"
-" // LightVector = pixel to light in viewspace\n"
-" // CubeVector = position in lightspace\n"
-" // eyevector = pixel to view in viewspace\n"
-" float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
-" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
-"#ifdef USEDIFFUSE\n"
-" // calculate diffuse shading\n"
-" half3 lightnormal = half3(normalize(LightPosition - position));\n"
-" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-" // calculate directional shading\n"
-" float3 eyevector = position * -1.0;\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a));\n"
-"# else\n"
-" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
-" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-" fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-", Texture_CubeProjection\n"
-"#endif\n"
-" ));\n"
-"#endif\n"
-"\n"
-"#ifdef USEDIFFUSE\n"
-" gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"#else\n"
-" gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-" gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
-"#else\n"
-" gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
-"#endif\n"
-"\n"
-"# ifdef USECUBEFILTER\n"
-" float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
-" gl_FragData0.rgb *= cubecolor;\n"
-" gl_FragData1.rgb *= cubecolor;\n"
-"# endif\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDLIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
-"float4 gl_Color : COLOR0,\n"
-"#endif\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
-"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
-"\n"
-"uniform float3 EyePosition : register(c24),\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float4x4 ModelToLight : register(c20),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float3 LightPosition : register(c27),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform float3 LightDir : register(c26),\n"
-"#endif\n"
-"uniform float4 FogPlane : register(c25),\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform float3 LightPosition : register(c27),\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"uniform float4x4 ShadowMapMatrix : register(c16),\n"
-"#endif\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USELIGHTMAP\n"
-"out float2 TexCoordLightmap : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef USEEYEVECTOR\n"
-"out float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
-"out float3 LightVector : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"out float3 CubeVector : TEXCOORD3,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
-"#endif\n"
-"out float4 gl_Position : POSITION\n"
-")\n"
-"{\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
-" gl_FrontColor = gl_Color;\n"
-"#endif\n"
-" // copy the surface texcoord\n"
-" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-" TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-" // transform vertex position into light attenuation/cubemap space\n"
-" // (-1 to +1 across the light box)\n"
-" CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
-"\n"
-"# ifdef USEDIFFUSE\n"
-" // transform unnormalized light direction into tangent space\n"
-" // (we use unnormalized to ensure that it interpolates correctly and then\n"
-" // normalize it per pixel)\n"
-" float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-" LightVector = float3(dot(lightminusvertex, gl_MultiTexCoord1.xyz), dot(lightminusvertex, gl_MultiTexCoord2.xyz), dot(lightminusvertex, gl_MultiTexCoord3.xyz));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
-" LightVector = float3(dot(LightDir, gl_MultiTexCoord1.xyz), dot(LightDir, gl_MultiTexCoord2.xyz), dot(LightDir, gl_MultiTexCoord3.xyz));\n"
-"#endif\n"
-"\n"
-" // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEEYEVECTOR\n"
-" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
-" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-" VectorS = gl_MultiTexCoord1.xyz;\n"
-" VectorT = gl_MultiTexCoord2.xyz;\n"
-" VectorR = gl_MultiTexCoord3.xyz;\n"
-"#endif\n"
-"\n"
-" // transform vertex to camera space, using ftransform to match non-VS rendering\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-" ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"#ifdef USETRIPPY\n"
-" gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"#ifdef HLSL\n"
-"float2 Pixel : VPOS,\n"
-"#else\n"
-"float2 Pixel : WPOS,\n"
-"#endif\n"
-"#endif\n"
-"float4 gl_FrontColor : COLOR,\n"
-"float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USELIGHTMAP\n"
-"float2 TexCoordLightmap : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef USEEYEVECTOR\n"
-"float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"float4 ModelViewProjectionPosition : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"float3 LightVector : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"float3 CubeVector : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"float4 ModelViewPosition : TEXCOORD0,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
-"#endif\n"
-"\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Color : register(s1),\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler Texture_Gloss : register(s2),\n"
-"#endif\n"
-"#ifdef USEGLOW\n"
-"uniform sampler Texture_Glow : register(s3),\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler Texture_SecondaryNormal : register(s4),\n"
-"uniform sampler Texture_SecondaryColor : register(s5),\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler Texture_SecondaryGloss : register(s6),\n"
-"#endif\n"
-"#ifdef USEGLOW\n"
-"uniform sampler Texture_SecondaryGlow : register(s7),\n"
-"#endif\n"
-"#endif\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler Texture_Pants : register(s4),\n"
-"uniform sampler Texture_Shirt : register(s7),\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"uniform sampler Texture_FogHeightTexture : register(s14),\n"
-"uniform sampler Texture_FogMask : register(s8),\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"uniform sampler Texture_Lightmap : register(s9),\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler Texture_Deluxemap : register(s10),\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"#endif\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"uniform sampler Texture_ScreenDiffuse : register(s11),\n"
-"uniform sampler Texture_ScreenSpecular : register(s12),\n"
-"#endif\n"
-"\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform half3 Color_Pants : register(c7),\n"
-"uniform half3 Color_Shirt : register(c8),\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"uniform float3 FogColor : register(c16),\n"
-"uniform float FogRangeRecip : register(c20),\n"
-"uniform float FogPlaneViewDist : register(c19),\n"
-"uniform float FogHeightFade : register(c17),\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
-"uniform float OffsetMapping_Bias : register(c54),\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform half2 PixelToScreenTexCoord : register(c42),\n"
-"uniform half3 DeferredMod_Diffuse : register(c12),\n"
-"uniform half3 DeferredMod_Specular : register(c13),\n"
-"#endif\n"
-"uniform half3 Color_Ambient : register(c3),\n"
-"uniform half3 Color_Diffuse : register(c4),\n"
-"uniform half3 Color_Specular : register(c5),\n"
-"uniform half SpecularPower : register(c36),\n"
-"#ifdef USEGLOW\n"
-"uniform half3 Color_Glow : register(c6),\n"
-"#endif\n"
-"uniform half Alpha : register(c0),\n"
-"#ifdef USEREFLECTION\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform half4 ReflectColor : register(c26),\n"
-"#endif\n"
-"#ifdef USEREFLECTCUBE\n"
-"uniform float4x4 ModelToReflectCube : register(c48),\n"
-"uniform sampler Texture_ReflectMask : register(s5),\n"
-"uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform half3 LightColor : register(c21),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform half3 LightColor : register(c21),\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
-"uniform sampler Texture_Attenuation : register(s9),\n"
-"uniform samplerCUBE Texture_Cube : register(s10),\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform float2 ShadowMap_TextureScale : register(c35),\n"
-"uniform float4 ShadowMap_Parameters : register(c34),\n"
-"#endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-" float2 TexCoord = TexCoordBoth.xy;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" float2 TexCoord2 = TexCoordBoth.zw;\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING\n"
-" // apply offsetmapping\n"
-" float2 dPdx = ddx(TexCoord);\n"
-" float2 dPdy = ddy(TexCoord);\n"
-" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
-"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n"
-"#else\n"
-"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"
-"#endif\n"
-"\n"
-" // combine the diffuse textures (base, pants, shirt)\n"
-" half4 color = half4(offsetMappedTexture2D(Texture_Color));\n"
-"#ifdef USEALPHAKILL\n"
-" if (color.a < 0.5)\n"
-" discard;\n"
-"#endif\n"
-" color.a *= Alpha;\n"
-"#ifdef USECOLORMAPPING\n"
-" color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"#ifdef USEBOTHALPHAS\n"
-" half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n"
-" half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n"
-" color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n"
-"#else\n"
-" half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
-" //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
-" //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
-" color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
-" color.a = 1.0;\n"
-" //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
-"#endif\n"
-"#endif\n"
-"#ifdef USEALPHAGENVERTEX\n"
-" color.a *= gl_FrontColor.a;\n"
-"#endif\n"
-"\n"
-" // get the surface normal\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
-"#else\n"
-" half3 surfacenormal = half3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5, 0.5, 0.5)));\n"
-"#endif\n"
-"\n"
-" // get the material colors\n"
-" half3 diffusetex = color.rgb;\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-" half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n"
-"# else\n"
-" half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTCUBE\n"
-" float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
-" float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
-" float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
-" diffusetex += half3(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-" // light source\n"
-"#ifdef USEDIFFUSE\n"
-" half3 lightnormal = half3(normalize(LightVector));\n"
-" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
-"#ifdef USESPECULAR\n"
-"#ifdef USEEXACTSPECULARMATH\n"
-" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
-"#else\n"
-" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
-" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
-"#endif\n"
-" color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
-"#endif\n"
-"#else\n"
-" color.rgb = diffusetex * Color_Ambient;\n"
-"#endif\n"
-" color.rgb *= LightColor;\n"
-" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
-"#if defined(USESHADOWMAP2D)\n"
-" color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-", Texture_CubeProjection\n"
-"#endif\n"
-" ));\n"
-"\n"
-"#endif\n"
-"# ifdef USECUBEFILTER\n"
-" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
-"# endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
-"#else\n"
-"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
-"#endif\n"
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
-"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
-"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"// color.r = half(shadowmaptc.z);\n"
-"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"// color.r = half(shadowmaptc.z);\n"
-"// color.r = 1;\n"
-"// color.rgb = abs(CubeVector);\n"
-"#endif\n"
-"// color.rgb = half3(1,1,1);\n"
-"#endif // MODE_LIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-" #define SHADING\n"
-" #ifdef USEDIFFUSE\n"
-" half3 lightnormal = half3(normalize(LightVector));\n"
-" #endif\n"
-" #define lightcolor LightColor\n"
-"#endif // MODE_LIGHTDIRECTION\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-" #define SHADING\n"
-" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
-" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
-" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
-" // convert modelspace light vector to tangentspace\n"
-" half3 lightnormal = half3(dot(lightnormal_modelspace, half3(VectorS)), dot(lightnormal_modelspace, half3(VectorT)), dot(lightnormal_modelspace, half3(VectorR)));\n"
-" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
-" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
-" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
-" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
-" // to map the luxels to coordinates on the draw surfaces), which also causes\n"
-" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
-" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
-" // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
-" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
-" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-" #define SHADING\n"
-" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-" half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
-" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
-" #define SHADING\n"
-" // forced deluxemap on lightmapped/vertexlit surfaces\n"
-" half3 lightnormal = half3(0.0, 0.0, 1.0);\n"
-" #ifdef USELIGHTMAP\n"
-" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
-" #else\n"
-" half3 lightcolor = half3(gl_FrontColor.rgb);\n"
-" #endif\n"
-"#endif\n"
-"#ifdef MODE_FAKELIGHT\n"
-" #define SHADING\n"
-" half3 lightnormal = half3(normalize(EyeVector));\n"
-" half3 lightcolor = half3(1.0,1.0,1.0);\n"
-"#endif // MODE_FAKELIGHT\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTMAP\n"
-" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
-"#endif // MODE_LIGHTMAP\n"
-"#ifdef MODE_VERTEXCOLOR\n"
-" color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
-"#endif // MODE_VERTEXCOLOR\n"
-"#ifdef MODE_FLATCOLOR\n"
-" color.rgb = diffusetex * Color_Ambient;\n"
-"#endif // MODE_FLATCOLOR\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef SHADING\n"
-"# ifdef USEDIFFUSE\n"
-" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"# ifdef USESPECULAR\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
-"# else\n"
-" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
-" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
-"# endif\n"
-" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
-"# else\n"
-" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
-"# endif\n"
-"# else\n"
-" color.rgb = diffusetex * Color_Ambient;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-" color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
-" color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
-"// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
-"// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n"
-"#else\n"
-" color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-" color.rgb = half3(FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture));\n"
-"#endif\n"
-"\n"
-" // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
-"#ifdef USEREFLECTION\n"
-" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-" color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
-"#endif\n"
-"\n"
-" dp_FragColor = float4(color);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
-"#endif // !MODE_DEFERREDGEOMETRY\n"
-"#endif // !MODE_WATER\n"
-"#endif // !MODE_REFRACTION\n"
-"#endif // !MODE_BLOOMBLUR\n"
-"#endif // !MODE_GENERIC\n"
-"#endif // !MODE_POSTPROCESS\n"
-"#endif // !MODE_SHOWDEPTH\n"
-"#endif // !MODE_DEPTH_OR_SHADOW\n"
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n",
+"// written by Forest 'LordHavoc' Hale\n",
+"// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
+"\n",
+"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n",
+"#if defined(USEREFLECTION)\n",
+"#undef USESHADOWMAPORTHO\n",
+"#endif\n",
+"\n",
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n",
+"# define USEFOG\n",
+"#endif\n",
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n",
+"#define USELIGHTMAP\n",
+"#endif\n",
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n",
+"#define USEEYEVECTOR\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"#ifdef HLSL\n",
+"//#undef USESHADOWMAPPCF\n",
+"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n",
+"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n",
+"#else\n",
+"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"#ifdef USETRIPPY\n",
+"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n",
+"// tweaked scale\n",
+"float4 TrippyVertex(float4 position)\n",
+"(\n",
+"uniform float ClientTime : register(c2)\n",
+")\n",
+"{\n",
+" float worldTime = ClientTime;\n",
+" // tweaked for Quake\n",
+" worldTime *= 10.0;\n",
+" position *= 0.125;\n",
+" //~tweaked for Quake\n",
+" float distanceSquared = (position.x * position.x + position.z * position.z);\n",
+" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n",
+" float y = position.y;\n",
+" float x = position.x;\n",
+" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n",
+" position.y = x*sin(om)+y*cos(om);\n",
+" position.x = x*cos(om)-y*sin(om);\n",
+" return position;\n",
+"}\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEPTH_OR_SHADOW\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"out float4 gl_Position : POSITION,\n",
+"out float Depth : TEXCOORD0\n",
+")\n",
+"{\n",
+" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"#ifdef USETRIPPY\n",
+" gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+" Depth = gl_Position.z;\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"float Depth : TEXCOORD0,\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n",
+" float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n",
+" temp.yz -= floor(temp.yz);\n",
+" dp_FragColor = temp;\n",
+"// dp_FragColor = float4(Depth,0,0,0);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_DEPTH_OR_SHADOW\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_POSTPROCESS\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"float4 gl_MultiTexCoord4 : TEXCOORD4,\n",
+"out float4 gl_Position : POSITION,\n",
+"out float2 TexCoord1 : TEXCOORD0,\n",
+"out float2 TexCoord2 : TEXCOORD1\n",
+")\n",
+"{\n",
+" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+" TexCoord1 = gl_MultiTexCoord0.xy;\n",
+"#ifdef USEBLOOM\n",
+" TexCoord2 = gl_MultiTexCoord4.xy;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"float2 TexCoord1 : TEXCOORD0,\n",
+"float2 TexCoord2 : TEXCOORD1,\n",
+"uniform sampler Texture_First : register(s0),\n",
+"#ifdef USEBLOOM\n",
+"uniform sampler Texture_Second : register(s1),\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"uniform sampler Texture_GammaRamps : register(s2),\n",
+"#endif\n",
+"#ifdef USESATURATION\n",
+"uniform float Saturation : register(c30),\n",
+"#endif\n",
+"#ifdef USEVIEWTINT\n",
+"uniform float4 ViewTintColor : register(c41),\n",
+"#endif\n",
+"uniform float4 UserVec1 : register(c37),\n",
+"uniform float4 UserVec2 : register(c38),\n",
+"uniform float4 UserVec3 : register(c39),\n",
+"uniform float4 UserVec4 : register(c40),\n",
+"uniform float ClientTime : register(c2),\n",
+"uniform float2 PixelSize : register(c25),\n",
+"uniform float4 BloomColorSubtract : register(c43),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+" dp_FragColor = tex2D(Texture_First, TexCoord1);\n",
+"#ifdef USEBLOOM\n",
+" dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"#ifdef USEVIEWTINT\n",
+" dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"#endif\n",
+"\n",
+"#ifdef USEPOSTPROCESSING\n",
+"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
+"// 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\n",
+" float sobel = 1.0;\n",
+" // float2 ts = textureSize(Texture_First, 0);\n",
+" // float2 px = float2(1/ts.x, 1/ts.y);\n",
+" float2 px = PixelSize;\n",
+" float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n",
+" float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n",
+" float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n",
+" float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n",
+" float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n",
+" float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n",
+" float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n",
+" float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n",
+" float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n",
+" float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n",
+" float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n",
+" float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n",
+" float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n",
+" float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n",
+" float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n",
+" float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n",
+" float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n",
+" float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n",
+" float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n",
+" float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n",
+" float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n",
+" float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n",
+" float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n",
+" float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n",
+" sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n",
+" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n",
+" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n",
+" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n",
+" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n",
+" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n",
+" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n",
+" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n",
+"#endif\n",
+"\n",
+"#ifdef USESATURATION\n",
+" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
+" float y = dot(dp_FragColor.rgb, float3(0.299, 0.587, 0.114));\n",
+" // 'vampire sight' effect, wheres red is compensated\n",
+" #ifdef SATURATION_REDCOMPENSATE\n",
+" float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n",
+" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n",
+" dp_FragColor.r += r;\n",
+" #else\n",
+" // normal desaturation\n",
+" //dp_FragColor = float3(y,y,y) + (dp_FragColor.rgb - float3(y)) * Saturation;\n",
+" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n",
+" #endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEGAMMARAMPS\n",
+" dp_FragColor.r = tex2D(Texture_GammaRamps, float2(dp_FragColor.r, 0)).r;\n",
+" dp_FragColor.g = tex2D(Texture_GammaRamps, float2(dp_FragColor.g, 0)).g;\n",
+" dp_FragColor.b = tex2D(Texture_GammaRamps, float2(dp_FragColor.b, 0)).b;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_POSTPROCESS\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_GENERIC\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"float4 gl_Color : COLOR0,\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n",
+"out float4 gl_Position : POSITION,\n",
+"#ifdef USEDIFFUSE\n",
+"out float2 TexCoord1 : TEXCOORD0,\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"out float2 TexCoord2 : TEXCOORD1,\n",
+"#endif\n",
+"out float4 gl_FrontColor : COLOR\n",
+")\n",
+"{\n",
+" gl_FrontColor = gl_Color;\n",
+"#ifdef USEDIFFUSE\n",
+" TexCoord1 = gl_MultiTexCoord0.xy;\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+" TexCoord2 = gl_MultiTexCoord1.xy;\n",
+"#endif\n",
+" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"#ifdef USETRIPPY\n",
+" gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"\n",
+"void main\n",
+"(\n",
+"float4 gl_FrontColor : COLOR0,\n",
+"float2 TexCoord1 : TEXCOORD0,\n",
+"float2 TexCoord2 : TEXCOORD1,\n",
+"#ifdef USEDIFFUSE\n",
+"uniform sampler Texture_First : register(s0),\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"uniform sampler Texture_Second : register(s1),\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"uniform sampler Texture_GammaRamps : register(s2),\n",
+"#endif\n",
+"uniform half Alpha : register(c0),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"#ifdef USEVIEWTINT\n",
+" dp_FragColor = gl_FrontColor;\n",
+"#else\n",
+" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n",
+"#endif\n",
+"#ifdef USEDIFFUSE\n",
+"# ifdef USEREFLECTCUBE\n",
+" // suppress texture alpha\n",
+" dp_FragColor.rgb *= tex2D(Texture_First, TexCoord1).rgb;\n",
+"# else\n",
+" dp_FragColor *= tex2D(Texture_First, TexCoord1);\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESPECULAR\n",
+" float4 tex2 = tex2D(Texture_Second, TexCoord2);\n",
+"# ifdef USECOLORMAPPING\n",
+" dp_FragColor *= tex2;\n",
+"# endif\n",
+"# ifdef USEGLOW\n",
+" dp_FragColor += tex2;\n",
+"# endif\n",
+"# ifdef USEVERTEXTEXTUREBLEND\n",
+" dp_FragColor = lerp(dp_FragColor, tex2, tex2.a);\n",
+"# endif\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+" dp_FragColor.r = tex2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n",
+" dp_FragColor.g = tex2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n",
+" dp_FragColor.b = tex2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n",
+"#endif\n",
+"#ifdef USEALPHAKILL\n",
+" dp_FragColor.a *= Alpha;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_GENERIC\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_BLOOMBLUR\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"out float4 gl_Position : POSITION,\n",
+"out float2 TexCoord : TEXCOORD0\n",
+")\n",
+"{\n",
+" TexCoord = gl_MultiTexCoord0.xy;\n",
+" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"\n",
+"void main\n",
+"(\n",
+"float2 TexCoord : TEXCOORD0,\n",
+"uniform sampler Texture_First : register(s0),\n",
+"uniform float4 BloomBlur_Parameters : register(c1),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+" int i;\n",
+" float2 tc = TexCoord;\n",
+" float3 color = tex2D(Texture_First, tc).rgb;\n",
+" tc += BloomBlur_Parameters.xy;\n",
+" for (i = 1;i < SAMPLES;i++)\n",
+" {\n",
+" color += tex2D(Texture_First, tc).rgb;\n",
+" tc += BloomBlur_Parameters.xy;\n",
+" }\n",
+" dp_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_BLOOMBLUR\n",
+"#ifdef MODE_REFRACTION\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"float4 gl_Color : COLOR0,\n",
+"#endif\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"uniform float4x4 TexMatrix : register(c0),\n",
+"uniform float3 EyePosition : register(c24),\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"out float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"out float4 gl_Position : POSITION,\n",
+"out float2 TexCoord : TEXCOORD0,\n",
+"out float3 EyeVector : TEXCOORD1,\n",
+"out float4 ModelViewProjectionPosition : TEXCOORD2\n",
+")\n",
+"{\n",
+"#ifdef USEALPHAGENVERTEX\n",
+" gl_FrontColor = gl_Color;\n",
+"#endif\n",
+" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n",
+" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+" ModelViewProjectionPosition = gl_Position;\n",
+"#ifdef USETRIPPY\n",
+" gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"float2 TexCoord : TEXCOORD0,\n",
+"float3 EyeVector : TEXCOORD1,\n",
+"float4 ModelViewProjectionPosition : TEXCOORD2,\n",
+"uniform sampler Texture_Normal : register(s0),\n",
+"uniform sampler Texture_Refraction : register(s3),\n",
+"uniform sampler Texture_Reflection : register(s7),\n",
+"uniform float4 DistortScaleRefractReflect : register(c14),\n",
+"uniform float4 ScreenScaleRefractReflect : register(c32),\n",
+"uniform float4 ScreenCenterRefractReflect : register(c31),\n",
+"uniform float4 RefractColor : register(c29),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+" float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n",
+" //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
+" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
+"#ifdef USEALPHAGENVERTEX\n",
+" float2 distort = DistortScaleRefractReflect.xy * gl_FrontColor.a;\n",
+" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n",
+"#else\n",
+" float2 distort = DistortScaleRefractReflect.xy;\n",
+" float4 refractcolor = RefractColor;\n",
+"#endif\n",
+" float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * distort;\n",
+" // FIXME temporary hack to detect the case that the reflection\n",
+" // gets blackened at edges due to leaving the area that contains actual\n",
+" // content.\n",
+" // Remove this 'ack once we have a better way to stop this thing from\n",
+" // 'appening.\n",
+" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n",
+" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n",
+" dp_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * refractcolor;\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_REFRACTION\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_WATER\n",
+"#ifdef VERTEX_SHADER\n",
+"\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"float4 gl_Color : COLOR0,\n",
+"#endif\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n",
+"float4 gl_MultiTexCoord2 : TEXCOORD2,\n",
+"float4 gl_MultiTexCoord3 : TEXCOORD3,\n",
+"uniform float4x4 TexMatrix : register(c0),\n",
+"uniform float3 EyePosition : register(c24),\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"out float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"out float4 gl_Position : POSITION,\n",
+"out float2 TexCoord : TEXCOORD0,\n",
+"out float3 EyeVector : TEXCOORD1,\n",
+"out float4 ModelViewProjectionPosition : TEXCOORD2\n",
+")\n",
+"{\n",
+"#ifdef USEALPHAGENVERTEX\n",
+" gl_FrontColor = gl_Color;\n",
+"#endif\n",
+" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n",
+" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n",
+" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n",
+" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+" ModelViewProjectionPosition = gl_Position;\n",
+"#ifdef USETRIPPY\n",
+" gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"float2 TexCoord : TEXCOORD0,\n",
+"float3 EyeVector : TEXCOORD1,\n",
+"float4 ModelViewProjectionPosition : TEXCOORD2,\n",
+"uniform sampler Texture_Normal : register(s0),\n",
+"uniform sampler Texture_Refraction : register(s3),\n",
+"uniform sampler Texture_Reflection : register(s7),\n",
+"uniform float4 DistortScaleRefractReflect : register(c14),\n",
+"uniform float4 ScreenScaleRefractReflect : register(c32),\n",
+"uniform float4 ScreenCenterRefractReflect : register(c31),\n",
+"uniform float4 RefractColor : register(c29),\n",
+"uniform float4 ReflectColor : register(c26),\n",
+"uniform float ReflectFactor : register(c27),\n",
+"uniform float ReflectOffset : register(c28),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
+" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+" float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+" //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n",
+"#ifdef USEALPHAGENVERTEX\n",
+" float4 distort = DistortScaleRefractReflect * gl_FrontColor.a;\n",
+" float reflectoffset = ReflectOffset * gl_FrontColor.a;\n",
+" float reflectfactor = ReflectFactor * gl_FrontColor.a;\n",
+" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n",
+"#else\n",
+" float4 distort = DistortScaleRefractReflect;\n",
+" float reflectoffset = ReflectOffset;\n",
+" float reflectfactor = ReflectFactor;\n",
+" float4 refractcolor = RefractColor;\n",
+"#endif\n",
+" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * distort;\n",
+" // FIXME temporary hack to detect the case that the reflection\n",
+" // gets blackened at edges due to leaving the area that contains actual\n",
+" // content.\n",
+" // Remove this 'ack once we have a better way to stop this thing from\n",
+" // 'appening.\n",
+" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n",
+" ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n",
+" f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n",
+" ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n",
+" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n",
+" dp_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_WATER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"// 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\n",
+"\n",
+"// fragment shader specific:\n",
+"#ifdef FRAGMENT_SHADER\n",
+"\n",
+"#ifdef USEFOG\n",
+"float3 FogVertex(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n",
+"{\n",
+" float fogfrac;\n",
+" float3 fc = FogColor;\n",
+"#ifdef USEFOGALPHAHACK\n",
+" fc *= surfacecolor.a;\n",
+"#endif\n",
+"#ifdef USEFOGHEIGHTTEXTURE\n",
+" float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n",
+" fogfrac = fogheightpixel.a;\n",
+" return lerp(fogheightpixel.rgb * fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
+"#else\n",
+"# ifdef USEFOGOUTSIDE\n",
+" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n",
+"# else\n",
+" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n",
+"# endif\n",
+" return lerp(fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef USEOFFSETMAPPING\n",
+"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n",
+"{\n",
+" float i;\n",
+" // distance-based LOD\n",
+"#ifdef USEOFFSETMAPPING_LOD\n",
+" //float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
+" //float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n",
+" float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
+" // stupid workaround because 1-step and 2-step reliefmapping is void\n",
+" float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n",
+"#else\n",
+" float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n",
+"#endif\n",
+" float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n",
+" float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n",
+"#else\n",
+" #define ScaleSteps OffsetMapping_ScaleSteps\n",
+"#endif\n",
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
+" // 14 sample relief mapping: linear search and then binary search\n",
+" // this basically steps forward a small amount repeatedly until it finds\n",
+" // itself inside solid, then jitters forward and back using decreasing\n",
+" // amounts to find the impact\n",
+" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n",
+" //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n",
+" float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n",
+" float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n",
+" OffsetVector *= ScaleSteps.z;\n",
+" for(i = 1.0; i < ScaleSteps.y; ++i)\n",
+" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n",
+" for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n",
+" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n",
+" return RT.xy;\n",
+"#else\n",
+" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n",
+" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n",
+" //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n",
+" float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n",
+" OffsetVector *= ScaleSteps.z;\n",
+" for(i = 0.0; i < ScaleSteps.y; ++i)\n",
+" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n",
+" return TexCoord;\n",
+"#endif\n",
+"}\n",
+"#endif // USEOFFSETMAPPING\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
+"#if defined(USESHADOWMAP2D)\n",
+"# ifdef USESHADOWMAPORTHO\n",
+"# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n",
+"# else\n",
+"# ifdef USESHADOWMAPVSDCT\n",
+"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n",
+"{\n",
+" float3 adir = abs(dir);\n",
+" float2 mparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n",
+" float4 proj = texCUBE(Texture_CubeProjection, dir);\n",
+" return float3(lerp(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n",
+"}\n",
+"# else\n",
+"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n",
+"{\n",
+" float3 adir = abs(dir);\n",
+" float m; float4 proj;\n",
+" if (adir.x > adir.y) { m = adir.x; proj = float4(dir.zyx, 0.5); } else { m = adir.y; proj = float4(dir.xzy, 1.5); }\n",
+" if (adir.z > m) { m = adir.z; proj = float4(dir, 2.5); }\n",
+"#ifdef HLSL\n",
+" return float3(proj.xy * ShadowMap_Parameters.x / m + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n",
+"#else\n",
+" float2 mparams = ShadowMap_Parameters.xy / m;\n",
+" return float3(proj.xy * mparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n",
+"#endif\n",
+"}\n",
+"# endif\n",
+"# endif\n",
+"#endif // defined(USESHADOWMAP2D)\n",
+"\n",
+"# ifdef USESHADOWMAP2D\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n",
+"#else\n",
+"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n",
+"#endif\n",
+"{\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n",
+"#else\n",
+" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n",
+"#endif\n",
+" float f;\n",
+"\n",
+"# ifdef USESHADOWSAMPLER\n",
+"# ifdef USESHADOWMAPPCF\n",
+"# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n",
+" float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n",
+" f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n",
+"# else\n",
+" f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n",
+"# endif\n",
+"# else\n",
+"# ifdef USESHADOWMAPPCF\n",
+"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n",
+"# ifdef GL_ARB_texture_gather\n",
+"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n",
+"# else\n",
+"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n",
+"# endif\n",
+" float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n",
+"# if USESHADOWMAPPCF > 1\n",
+" float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
+" float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
+" float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n",
+" float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n",
+" float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n",
+" float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n",
+" float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n",
+" float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n",
+" float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n",
+" float4 locols = float4(group1.ab, group3.ab);\n",
+" float4 hicols = float4(group7.rg, group9.rg);\n",
+" locols.yz += group2.ab;\n",
+" hicols.yz += group8.rg;\n",
+" float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n",
+" float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n",
+" lerp(locols, hicols, offset.y);\n",
+" float4 cols = group5 + float4(group2.rg, group8.ab);\n",
+" cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n",
+" f = dot(cols, float4(1.0/25.0));\n",
+"# else\n",
+" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n",
+" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n",
+" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n",
+" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n",
+" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n",
+" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n",
+" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n",
+"# endif\n",
+"# else\n",
+"# ifdef GL_EXT_gpu_shader4\n",
+"# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n",
+"# else\n",
+"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n",
+"# endif\n",
+"# if USESHADOWMAPPCF > 1\n",
+" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n",
+" center *= ShadowMap_TextureScale;\n",
+" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
+" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n",
+" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n",
+" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n",
+" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n",
+" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n",
+"# else\n",
+" float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n",
+" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
+" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n",
+" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n",
+" float3 cols = row2 + lerp(row1, row3, offset.y);\n",
+" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n",
+"# endif\n",
+"# endif\n",
+"# else\n",
+" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n",
+"# endif\n",
+"# endif\n",
+"# ifdef USESHADOWMAPORTHO\n",
+" return lerp(ShadowMap_Parameters.w, 1.0, f);\n",
+"# else\n",
+" return f;\n",
+"# endif\n",
+"}\n",
+"# endif\n",
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
+"#endif // FRAGMENT_SHADER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_DEFERREDGEOMETRY\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"float4 gl_Color : COLOR0,\n",
+"#endif\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n",
+"float4 gl_MultiTexCoord2 : TEXCOORD2,\n",
+"float4 gl_MultiTexCoord3 : TEXCOORD3,\n",
+"uniform float4x4 TexMatrix : register(c0),\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform float4x4 BackgroundTexMatrix : register(c4),\n",
+"#endif\n",
+"uniform float4x4 ModelViewMatrix : register(c12),\n",
+"#ifdef USEOFFSETMAPPING\n",
+"uniform float3 EyePosition : register(c24),\n",
+"#endif\n",
+"out float4 gl_Position : POSITION,\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"out float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"out float4 TexCoordBoth : TEXCOORD0,\n",
+"#ifdef USEOFFSETMAPPING\n",
+"out float3 EyeVector : TEXCOORD2,\n",
+"#endif\n",
+"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n",
+"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n",
+"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n",
+")\n",
+"{\n",
+" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" gl_FrontColor = gl_Color;\n",
+" TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n",
+"#endif\n",
+"\n",
+" // transform unnormalized eye direction into tangent space\n",
+"#ifdef USEOFFSETMAPPING\n",
+" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n",
+" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n",
+"#endif\n",
+"\n",
+" VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n",
+" VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n",
+" VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n",
+" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"#ifdef USETRIPPY\n",
+" gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+" VectorR.w = mul(ModelViewMatrix, gl_Vertex).z;\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"float4 TexCoordBoth : TEXCOORD0,\n",
+"float3 EyeVector : TEXCOORD2,\n",
+"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n",
+"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n",
+"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n",
+"uniform sampler Texture_Normal : register(s0),\n",
+"#ifdef USEALPHAKILL\n",
+"uniform sampler Texture_Color : register(s1),\n",
+"#endif\n",
+"uniform sampler Texture_Gloss : register(s2),\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform sampler Texture_SecondaryNormal : register(s4),\n",
+"uniform sampler Texture_SecondaryGloss : register(s6),\n",
+"#endif\n",
+"#ifdef USEOFFSETMAPPING\n",
+"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n",
+"uniform float4 OffsetMapping_LodDistance : register(c53),\n",
+"uniform float OffsetMapping_Bias : register(c54),\n",
+"#endif\n",
+"uniform half SpecularPower : register(c36),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+" float2 TexCoord = TexCoordBoth.xy;\n",
+"#ifdef USEOFFSETMAPPING\n",
+" // apply offsetmapping\n",
+" float2 dPdx = ddx(TexCoord);\n",
+" float2 dPdy = ddy(TexCoord);\n",
+" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n",
+"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n",
+"#else\n",
+"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n",
+"#endif\n",
+"\n",
+"#ifdef USEALPHAKILL\n",
+" if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n",
+" discard;\n",
+"#endif\n",
+"\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" float alpha = offsetMappedTexture2D(Texture_Color).a;\n",
+" float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n",
+" //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n",
+" //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n",
+"#endif\n",
+"\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n",
+" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n",
+"#else\n",
+" float3 surfacenormal = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n",
+" float a = offsetMappedTexture2D(Texture_Gloss).a;\n",
+"#endif\n",
+"\n",
+" float3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n",
+" dp_FragColor = float4(pixelnormal.x, pixelnormal.y, VectorR.w, a);\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"#else // !MODE_DEFERREDGEOMETRY\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"uniform float4x4 ModelViewMatrix : register(c12),\n",
+"out float4 gl_Position : POSITION,\n",
+"out float4 ModelViewPosition : TEXCOORD0\n",
+")\n",
+"{\n",
+" ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n",
+" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"#ifdef HLSL\n",
+"float2 Pixel : VPOS,\n",
+"#else\n",
+"float2 Pixel : WPOS,\n",
+"#endif\n",
+"float4 ModelViewPosition : TEXCOORD0,\n",
+"uniform float4x4 ViewToLight : register(c44),\n",
+"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n",
+"uniform float3 LightPosition : register(c23),\n",
+"uniform half2 PixelToScreenTexCoord : register(c42),\n",
+"uniform half3 DeferredColor_Ambient : register(c9),\n",
+"uniform half3 DeferredColor_Diffuse : register(c10),\n",
+"#ifdef USESPECULAR\n",
+"uniform half3 DeferredColor_Specular : register(c11),\n",
+"uniform half SpecularPower : register(c36),\n",
+"#endif\n",
+"uniform sampler Texture_Attenuation : register(s9),\n",
+"uniform sampler Texture_ScreenDepth : register(s13),\n",
+"uniform sampler Texture_ScreenNormalMap : register(s14),\n",
+"\n",
+"#ifdef USECUBEFILTER\n",
+"uniform samplerCUBE Texture_Cube : register(s10),\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef USESHADOWSAMPLER\n",
+"uniform sampler Texture_ShadowMap2D : register(s15),\n",
+"# else\n",
+"uniform sampler Texture_ShadowMap2D : register(s15),\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"uniform samplerCUBE Texture_CubeProjection : register(s12),\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"uniform float2 ShadowMap_TextureScale : register(c35),\n",
+"uniform float4 ShadowMap_Parameters : register(c34),\n",
+"#endif\n",
+"\n",
+"out float4 gl_FragData0 : COLOR0,\n",
+"out float4 gl_FragData1 : COLOR1\n",
+")\n",
+"{\n",
+" // calculate viewspace pixel position\n",
+" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n",
+" float3 position;\n",
+" // get the geometry information (depth, normal, specular exponent)\n",
+" half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n",
+" // decode viewspace pixel normal\n",
+"// float3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n",
+" float3 surfacenormal = half3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n",
+" // decode viewspace pixel position\n",
+"// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n",
+" position.z = normalmap.b;\n",
+"// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n",
+" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n",
+"\n",
+" // now do the actual shading\n",
+" // surfacenormal = pixel normal in viewspace\n",
+" // LightVector = pixel to light in viewspace\n",
+" // CubeVector = position in lightspace\n",
+" // eyevector = pixel to view in viewspace\n",
+" float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n",
+" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n",
+"#ifdef USEDIFFUSE\n",
+" // calculate diffuse shading\n",
+" half3 lightnormal = half3(normalize(LightPosition - position));\n",
+" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+" // calculate directional shading\n",
+" float3 eyevector = position * -1.0;\n",
+"# ifdef USEEXACTSPECULARMATH\n",
+" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a));\n",
+"# else\n",
+" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n",
+" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a));\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+" fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+", Texture_CubeProjection\n",
+"#endif\n",
+" ));\n",
+"#endif\n",
+"\n",
+"#ifdef USEDIFFUSE\n",
+" gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
+"#else\n",
+" gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+" gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n",
+"#else\n",
+" gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n",
+"#endif\n",
+"\n",
+"# ifdef USECUBEFILTER\n",
+" float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n",
+" gl_FragData0.rgb *= cubecolor;\n",
+" gl_FragData1.rgb *= cubecolor;\n",
+"# endif\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"#else // !MODE_DEFERREDLIGHTSOURCE\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n",
+"float4 gl_Color : COLOR0,\n",
+"#endif\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n",
+"float4 gl_MultiTexCoord2 : TEXCOORD2,\n",
+"float4 gl_MultiTexCoord3 : TEXCOORD3,\n",
+"float4 gl_MultiTexCoord4 : TEXCOORD4,\n",
+"\n",
+"uniform float3 EyePosition : register(c24),\n",
+"uniform float4x4 TexMatrix : register(c0),\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform float4x4 BackgroundTexMatrix : register(c4),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform float4x4 ModelToLight : register(c20),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform float3 LightPosition : register(c27),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"uniform float3 LightDir : register(c26),\n",
+"#endif\n",
+"uniform float4 FogPlane : register(c25),\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"uniform float3 LightPosition : register(c27),\n",
+"#endif\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"uniform float4x4 ShadowMapMatrix : register(c16),\n",
+"#endif\n",
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n",
+"out float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"out float4 TexCoordBoth : TEXCOORD0,\n",
+"#ifdef USELIGHTMAP\n",
+"out float2 TexCoordLightmap : TEXCOORD1,\n",
+"#endif\n",
+"#ifdef USEEYEVECTOR\n",
+"out float3 EyeVector : TEXCOORD2,\n",
+"#endif\n",
+"#ifdef USEREFLECTION\n",
+"out float4 ModelViewProjectionPosition : TEXCOORD3,\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n",
+"out float3 LightVector : TEXCOORD1,\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"out float3 CubeVector : TEXCOORD3,\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n",
+"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n",
+"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n",
+"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n",
+"#endif\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n",
+"#endif\n",
+"out float4 gl_Position : POSITION\n",
+")\n",
+"{\n",
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n",
+" gl_FrontColor = gl_Color;\n",
+"#endif\n",
+" // copy the surface texcoord\n",
+" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n",
+"#endif\n",
+"#ifdef USELIGHTMAP\n",
+" TexCoordLightmap = gl_MultiTexCoord4.xy;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+" // transform vertex position into light attenuation/cubemap space\n",
+" // (-1 to +1 across the light box)\n",
+" CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n",
+"\n",
+"# ifdef USEDIFFUSE\n",
+" // transform unnormalized light direction into tangent space\n",
+" // (we use unnormalized to ensure that it interpolates correctly and then\n",
+" // normalize it per pixel)\n",
+" float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n",
+" LightVector = float3(dot(lightminusvertex, gl_MultiTexCoord1.xyz), dot(lightminusvertex, gl_MultiTexCoord2.xyz), dot(lightminusvertex, gl_MultiTexCoord3.xyz));\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n",
+" LightVector = float3(dot(LightDir, gl_MultiTexCoord1.xyz), dot(LightDir, gl_MultiTexCoord2.xyz), dot(LightDir, gl_MultiTexCoord3.xyz));\n",
+"#endif\n",
+"\n",
+" // transform unnormalized eye direction into tangent space\n",
+"#ifdef USEEYEVECTOR\n",
+" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n",
+" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n",
+"#endif\n",
+"\n",
+"#ifdef USEFOG\n",
+" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n",
+" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+" VectorS = gl_MultiTexCoord1.xyz;\n",
+" VectorT = gl_MultiTexCoord2.xyz;\n",
+" VectorR = gl_MultiTexCoord3.xyz;\n",
+"#endif\n",
+"\n",
+" // transform vertex to camera space, using ftransform to match non-VS rendering\n",
+" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+" ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTION\n",
+" ModelViewProjectionPosition = gl_Position;\n",
+"#endif\n",
+"#ifdef USETRIPPY\n",
+" gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"#ifdef HLSL\n",
+"float2 Pixel : VPOS,\n",
+"#else\n",
+"float2 Pixel : WPOS,\n",
+"#endif\n",
+"#endif\n",
+"float4 gl_FrontColor : COLOR,\n",
+"float4 TexCoordBoth : TEXCOORD0,\n",
+"#ifdef USELIGHTMAP\n",
+"float2 TexCoordLightmap : TEXCOORD1,\n",
+"#endif\n",
+"#ifdef USEEYEVECTOR\n",
+"float3 EyeVector : TEXCOORD2,\n",
+"#endif\n",
+"#ifdef USEREFLECTION\n",
+"float4 ModelViewProjectionPosition : TEXCOORD3,\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n",
+"#endif\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n",
+"float3 LightVector : TEXCOORD1,\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"float3 CubeVector : TEXCOORD3,\n",
+"#endif\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"float4 ModelViewPosition : TEXCOORD0,\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n",
+"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n",
+"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n",
+"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n",
+"#endif\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n",
+"#endif\n",
+"\n",
+"uniform sampler Texture_Normal : register(s0),\n",
+"uniform sampler Texture_Color : register(s1),\n",
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
+"uniform sampler Texture_Gloss : register(s2),\n",
+"#endif\n",
+"#ifdef USEGLOW\n",
+"uniform sampler Texture_Glow : register(s3),\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform sampler Texture_SecondaryNormal : register(s4),\n",
+"uniform sampler Texture_SecondaryColor : register(s5),\n",
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
+"uniform sampler Texture_SecondaryGloss : register(s6),\n",
+"#endif\n",
+"#ifdef USEGLOW\n",
+"uniform sampler Texture_SecondaryGlow : register(s7),\n",
+"#endif\n",
+"#endif\n",
+"#ifdef USECOLORMAPPING\n",
+"uniform sampler Texture_Pants : register(s4),\n",
+"uniform sampler Texture_Shirt : register(s7),\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"uniform sampler Texture_FogHeightTexture : register(s14),\n",
+"uniform sampler Texture_FogMask : register(s8),\n",
+"#endif\n",
+"#ifdef USELIGHTMAP\n",
+"uniform sampler Texture_Lightmap : register(s9),\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n",
+"uniform sampler Texture_Deluxemap : register(s10),\n",
+"#endif\n",
+"#ifdef USEREFLECTION\n",
+"uniform sampler Texture_Reflection : register(s7),\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"uniform sampler Texture_ScreenDepth : register(s13),\n",
+"uniform sampler Texture_ScreenNormalMap : register(s14),\n",
+"#endif\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"uniform sampler Texture_ScreenDepth : register(s13),\n",
+"uniform sampler Texture_ScreenNormalMap : register(s14),\n",
+"uniform sampler Texture_ScreenDiffuse : register(s11),\n",
+"uniform sampler Texture_ScreenSpecular : register(s12),\n",
+"#endif\n",
+"\n",
+"#ifdef USECOLORMAPPING\n",
+"uniform half3 Color_Pants : register(c7),\n",
+"uniform half3 Color_Shirt : register(c8),\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"uniform float3 FogColor : register(c16),\n",
+"uniform float FogRangeRecip : register(c20),\n",
+"uniform float FogPlaneViewDist : register(c19),\n",
+"uniform float FogHeightFade : register(c17),\n",
+"#endif\n",
+"\n",
+"#ifdef USEOFFSETMAPPING\n",
+"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n",
+"uniform float OffsetMapping_Bias : register(c54),\n",
+"#endif\n",
+"\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"uniform half2 PixelToScreenTexCoord : register(c42),\n",
+"uniform half3 DeferredMod_Diffuse : register(c12),\n",
+"uniform half3 DeferredMod_Specular : register(c13),\n",
+"#endif\n",
+"uniform half3 Color_Ambient : register(c3),\n",
+"uniform half3 Color_Diffuse : register(c4),\n",
+"uniform half3 Color_Specular : register(c5),\n",
+"uniform half SpecularPower : register(c36),\n",
+"#ifdef USEGLOW\n",
+"uniform half3 Color_Glow : register(c6),\n",
+"#endif\n",
+"uniform half Alpha : register(c0),\n",
+"#ifdef USEREFLECTION\n",
+"uniform float4 DistortScaleRefractReflect : register(c14),\n",
+"uniform float4 ScreenScaleRefractReflect : register(c32),\n",
+"uniform float4 ScreenCenterRefractReflect : register(c31),\n",
+"uniform half4 ReflectColor : register(c26),\n",
+"#endif\n",
+"#ifdef USEREFLECTCUBE\n",
+"uniform float4x4 ModelToReflectCube : register(c48),\n",
+"uniform sampler Texture_ReflectMask : register(s5),\n",
+"uniform samplerCUBE Texture_ReflectCube : register(s6),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"uniform half3 LightColor : register(c21),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform half3 LightColor : register(c21),\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n",
+"uniform sampler Texture_Attenuation : register(s9),\n",
+"uniform samplerCUBE Texture_Cube : register(s10),\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef USESHADOWSAMPLER\n",
+"uniform sampler Texture_ShadowMap2D : register(s15),\n",
+"# else\n",
+"uniform sampler Texture_ShadowMap2D : register(s15),\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"uniform samplerCUBE Texture_CubeProjection : register(s12),\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"uniform float2 ShadowMap_TextureScale : register(c35),\n",
+"uniform float4 ShadowMap_Parameters : register(c34),\n",
+"#endif\n",
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
+"\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+" float2 TexCoord = TexCoordBoth.xy;\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" float2 TexCoord2 = TexCoordBoth.zw;\n",
+"#endif\n",
+"#ifdef USEOFFSETMAPPING\n",
+" // apply offsetmapping\n",
+" float2 dPdx = ddx(TexCoord);\n",
+" float2 dPdy = ddy(TexCoord);\n",
+" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n",
+"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n",
+"#else\n",
+"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n",
+"#endif\n",
+"\n",
+" // combine the diffuse textures (base, pants, shirt)\n",
+" half4 color = half4(offsetMappedTexture2D(Texture_Color));\n",
+"#ifdef USEALPHAKILL\n",
+" if (color.a < 0.5)\n",
+" discard;\n",
+"#endif\n",
+" color.a *= Alpha;\n",
+"#ifdef USECOLORMAPPING\n",
+" color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"#ifdef USEBOTHALPHAS\n",
+" half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n",
+" half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n",
+" color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n",
+"#else\n",
+" half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n",
+" //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n",
+" //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n",
+" color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n",
+" color.a = 1.0;\n",
+" //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n",
+"#endif\n",
+"#endif\n",
+"#ifdef USEALPHAGENVERTEX\n",
+" color.a *= gl_FrontColor.a;\n",
+"#endif\n",
+"\n",
+" // get the surface normal\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n",
+"#else\n",
+" half3 surfacenormal = half3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5, 0.5, 0.5)));\n",
+"#endif\n",
+"\n",
+" // get the material colors\n",
+" half3 diffusetex = color.rgb;\n",
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
+"# ifdef USEVERTEXTEXTUREBLEND\n",
+" half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n",
+"# else\n",
+" half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTCUBE\n",
+" float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n",
+" float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n",
+" float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n",
+" diffusetex += half3(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+" // light source\n",
+"#ifdef USEDIFFUSE\n",
+" half3 lightnormal = half3(normalize(LightVector));\n",
+" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n",
+" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n",
+"#ifdef USESPECULAR\n",
+"#ifdef USEEXACTSPECULARMATH\n",
+" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n",
+"#else\n",
+" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n",
+" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n",
+"#endif\n",
+" color.rgb += glosstex.rgb * (specular * Color_Specular);\n",
+"#endif\n",
+"#else\n",
+" color.rgb = diffusetex * Color_Ambient;\n",
+"#endif\n",
+" color.rgb *= LightColor;\n",
+" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n",
+"#if defined(USESHADOWMAP2D)\n",
+" color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+", Texture_CubeProjection\n",
+"#endif\n",
+" ));\n",
+"\n",
+"#endif\n",
+"# ifdef USECUBEFILTER\n",
+" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n",
+"# endif\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n",
+"#else\n",
+"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n",
+"#endif\n",
+"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n",
+"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n",
+"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n",
+"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n",
+"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n",
+"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n",
+"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"// color.r = half(shadowmaptc.z);\n",
+"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"// color.r = half(shadowmaptc.z);\n",
+"// color.r = 1;\n",
+"// color.rgb = abs(CubeVector);\n",
+"#endif\n",
+"// color.rgb = half3(1,1,1);\n",
+"#endif // MODE_LIGHTSOURCE\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+" #define SHADING\n",
+" #ifdef USEDIFFUSE\n",
+" half3 lightnormal = half3(normalize(LightVector));\n",
+" #endif\n",
+" #define lightcolor LightColor\n",
+"#endif // MODE_LIGHTDIRECTION\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+" #define SHADING\n",
+" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n",
+" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n",
+" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n",
+" // convert modelspace light vector to tangentspace\n",
+" half3 lightnormal = half3(dot(lightnormal_modelspace, half3(VectorS)), dot(lightnormal_modelspace, half3(VectorT)), dot(lightnormal_modelspace, half3(VectorR)));\n",
+" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n",
+" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n",
+" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n",
+" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n",
+" // to map the luxels to coordinates on the draw surfaces), which also causes\n",
+" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n",
+" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n",
+" // nudge is done here at expense of some additional fps. This is ONLY needed for\n",
+" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n",
+" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n",
+"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n",
+" #define SHADING\n",
+" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n",
+" half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n",
+" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n",
+" #define SHADING\n",
+" // forced deluxemap on lightmapped/vertexlit surfaces\n",
+" half3 lightnormal = half3(0.0, 0.0, 1.0);\n",
+" #ifdef USELIGHTMAP\n",
+" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n",
+" #else\n",
+" half3 lightcolor = half3(gl_FrontColor.rgb);\n",
+" #endif\n",
+"#endif\n",
+"#ifdef MODE_FAKELIGHT\n",
+" #define SHADING\n",
+" half3 lightnormal = half3(normalize(EyeVector));\n",
+" half3 lightcolor = half3(1.0,1.0,1.0);\n",
+"#endif // MODE_FAKELIGHT\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTMAP\n",
+" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n",
+"#endif // MODE_LIGHTMAP\n",
+"#ifdef MODE_VERTEXCOLOR\n",
+" color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n",
+"#endif // MODE_VERTEXCOLOR\n",
+"#ifdef MODE_FLATCOLOR\n",
+" color.rgb = diffusetex * Color_Ambient;\n",
+"#endif // MODE_FLATCOLOR\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef SHADING\n",
+"# ifdef USEDIFFUSE\n",
+" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n",
+"# ifdef USESPECULAR\n",
+"# ifdef USEEXACTSPECULARMATH\n",
+" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n",
+"# else\n",
+" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n",
+" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n",
+"# endif\n",
+" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n",
+"# else\n",
+" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n",
+"# endif\n",
+"# else\n",
+" color.rgb = diffusetex * Color_Ambient;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+" color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n",
+"#endif\n",
+"\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n",
+" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n",
+" color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n",
+"// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n",
+"// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n",
+"#endif\n",
+"\n",
+"#ifdef USEGLOW\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+" color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n",
+"#else\n",
+" color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEFOG\n",
+" color.rgb = half3(FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture));\n",
+"#endif\n",
+"\n",
+" // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n",
+"#ifdef USEREFLECTION\n",
+" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
+" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n",
+" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n",
+" // FIXME temporary hack to detect the case that the reflection\n",
+" // gets blackened at edges due to leaving the area that contains actual\n",
+" // content.\n",
+" // Remove this 'ack once we have a better way to stop this thing from\n",
+" // 'appening.\n",
+" float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n",
+" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n",
+" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n",
+" color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n",
+"#endif\n",
+"\n",
+" dp_FragColor = float4(color);\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"\n",
+"#endif // !MODE_DEFERREDLIGHTSOURCE\n",
+"#endif // !MODE_DEFERREDGEOMETRY\n",
+"#endif // !MODE_WATER\n",
+"#endif // !MODE_REFRACTION\n",
+"#endif // !MODE_BLOOMBLUR\n",
+"#endif // !MODE_GENERIC\n",
+"#endif // !MODE_POSTPROCESS\n",
+"#endif // !MODE_DEPTH_OR_SHADOW\n",