"attribute vec3 Attrib_TexCoord3; // normal\n"
"attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
"#endif\n"
-"varying lowp vec4 VertexColor;\n"
+"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)\n"
-"#define USELIGHTMAP\n"
+"# define USELIGHTMAP\n"
"#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
-"#define USEEYEVECTOR\n"
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
+"# define USEEYEVECTOR\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAP2D\n"
"uniform sampler2D Texture_First;\n"
"#ifdef USEBLOOM\n"
"uniform sampler2D Texture_Second;\n"
-"uniform lowp vec4 BloomColorSubtract;\n"
+"uniform mediump vec4 BloomColorSubtract;\n"
"#endif\n"
"#ifdef USEGAMMARAMPS\n"
"uniform sampler2D Texture_GammaRamps;\n"
"#endif\n"
"#ifdef USESATURATION\n"
-"uniform lowp float Saturation;\n"
+"uniform mediump float Saturation;\n"
"#endif\n"
"#ifdef USEVIEWTINT\n"
-"uniform lowp vec4 ViewTintColor;\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 DistortScaleRefractReflect;\n"
"uniform mediump vec4 ScreenScaleRefractReflect;\n"
"uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform lowp vec4 RefractColor;\n"
-"uniform lowp vec4 ReflectColor;\n"
+"uniform mediump vec4 RefractColor;\n"
+"uniform mediump vec4 ReflectColor;\n"
"uniform mediump float ReflectFactor;\n"
"uniform mediump float ReflectOffset;\n"
"\n"
"void main(void)\n"
"{\n"
" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
-" vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
-" EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\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"
"}\n"
"uniform mediump vec4 DistortScaleRefractReflect;\n"
"uniform mediump vec4 ScreenScaleRefractReflect;\n"
"uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform lowp vec4 RefractColor;\n"
-"uniform lowp vec4 ReflectColor;\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"
"#endif\n"
"\n"
"#ifdef USEEYEVECTOR\n"
-"varying highp vec3 EyeVector;\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"varying highp vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
+"varying highp vec4 EyeVectorFogDepth;\n"
"#endif\n"
"\n"
"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"varying lowp vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
-"varying lowp vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
-"varying lowp vec3 VectorR; // direction of R texcoord (surface normal)\n"
+"varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
+"varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
+"varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
+"#else\n"
+"# ifdef USEFOG\n"
+"varying highp vec3 EyeVectorModelSpace;\n"
+"# endif\n"
"#endif\n"
"\n"
"#ifdef USEREFLECTION\n"
"uniform highp vec4 FogPlane;\n"
"\n"
"#ifdef USESHADOWMAPORTHO\n"
-"varying mediump vec3 ShadowMapTC;\n"
+"varying highp vec3 ShadowMapTC;\n"
"#endif\n"
"\n"
"#ifdef USEBOUNCEGRID\n"
-"varying mediump vec3 BounceGridTexCoord;\n"
+"varying highp vec3 BounceGridTexCoord;\n"
"#endif\n"
"\n"
"\n"
"uniform sampler2D Texture_ScreenSpecular;\n"
"#endif\n"
"\n"
-"uniform lowp vec3 Color_Pants;\n"
-"uniform lowp vec3 Color_Shirt;\n"
-"uniform lowp vec3 FogColor;\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 FogHeightFade;\n"
"vec3 FogVertex(vec4 surfacecolor)\n"
"{\n"
-" vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
-" float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\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"
" // 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(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
-" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
-" vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
+" //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
+" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
+" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
" vec3 RT = vec3(TexCoord, 1);\n"
" OffsetVector *= 0.1;\n"
" RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\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(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
-" //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
-" vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
+" //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
+" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
+" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
" OffsetVector *= 0.5;\n"
" TexCoord += OffsetVector * (1.0 - textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
" TexCoord += OffsetVector * (1.0 - textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
"\n"
" // transform unnormalized eye direction into tangent space\n"
"#ifdef USEOFFSETMAPPING\n"
-" vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
-" EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\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)).xyz;\n"
"\n"
" // transform unnormalized eye direction into tangent space\n"
"#ifdef USEEYEVECTOR\n"
-" vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
-" EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n"
-"#endif\n"
-"\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"
-" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - Attrib_Position.xyz;\n"
-" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, Attrib_Position);\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)\n"
-" VectorS = Attrib_TexCoord1.xyz;\n"
-" VectorT = Attrib_TexCoord2.xyz;\n"
-" VectorR = Attrib_TexCoord3.xyz;\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 = Attrib_TexCoord1;\n"
+" VectorT = Attrib_TexCoord2;\n"
+" VectorR = Attrib_TexCoord3;\n"
+"# endif\n"
+"#else\n"
+"# ifdef USEFOG\n"
+" EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
+"# endif\n"
"#endif\n"
"\n"
" // transform vertex to camera space, using ftransform to match non-VS rendering\n"
"uniform mediump vec4 DistortScaleRefractReflect;\n"
"uniform mediump vec4 ScreenScaleRefractReflect;\n"
"uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform lowp vec4 ReflectColor;\n"
+"uniform mediump vec4 ReflectColor;\n"
"#endif\n"
"#ifdef USEREFLECTCUBE\n"
"uniform highp mat4 ModelToReflectCube;\n"
"#endif\n"
"\n"
"#ifdef USEREFLECTCUBE\n"
-" vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
+" vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
" vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
" vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
" diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
"#ifdef USESPECULAR\n"
"#ifdef USEEXACTSPECULARMATH\n"
-" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
+" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
"#else\n"
-" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
+" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
"#endif\n"
" color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
"\n"
"#ifdef MODE_FAKELIGHT\n"
"#define SHADING\n"
-"myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
+"myhalf3 lightnormal = myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
"myhalf3 lightcolor = myhalf3(1.0);\n"
"#endif // MODE_FAKELIGHT\n"
"\n"
" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
"# ifdef USESPECULAR\n"
"# ifdef USEEXACTSPECULARMATH\n"
-" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
+" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
"# else\n"
-" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
+" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
"# endif\n"
" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"