/*
===========================================================================
Copyright (C) 2006-2009 Robert Beckebans <trebor_7@users.sourceforge.net>

This file is part of XreaL source code.

XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
// tr_glsl.c
#include "tr_local.h"

void GLSL_BindNullProgram(void);

extern const char *fallbackShader_bokeh_vp;
extern const char *fallbackShader_bokeh_fp;
extern const char *fallbackShader_calclevels4x_vp;
extern const char *fallbackShader_calclevels4x_fp;
extern const char *fallbackShader_depthblur_vp;
extern const char *fallbackShader_depthblur_fp;
extern const char *fallbackShader_dlight_vp;
extern const char *fallbackShader_dlight_fp;
extern const char *fallbackShader_down4x_vp;
extern const char *fallbackShader_down4x_fp;
extern const char *fallbackShader_fogpass_vp;
extern const char *fallbackShader_fogpass_fp;
extern const char *fallbackShader_generic_vp;
extern const char *fallbackShader_generic_fp;
extern const char *fallbackShader_lightall_vp;
extern const char *fallbackShader_lightall_fp;
extern const char *fallbackShader_pshadow_vp;
extern const char *fallbackShader_pshadow_fp;
extern const char *fallbackShader_shadowfill_vp;
extern const char *fallbackShader_shadowfill_fp;
extern const char *fallbackShader_shadowmask_vp;
extern const char *fallbackShader_shadowmask_fp;
extern const char *fallbackShader_ssao_vp;
extern const char *fallbackShader_ssao_fp;
extern const char *fallbackShader_texturecolor_vp;
extern const char *fallbackShader_texturecolor_fp;
extern const char *fallbackShader_tonemap_vp;
extern const char *fallbackShader_tonemap_fp;

static void GLSL_PrintInfoLog(GLhandleARB object, qboolean developerOnly)
{
	char           *msg;
	static char     msgPart[1024];
	int             maxLength = 0;
	int             i;
	int             printLevel = developerOnly ? PRINT_DEVELOPER : PRINT_ALL;

	qglGetObjectParameterivARB(object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength);

	if (maxLength <= 0)
	{
		ri.Printf(printLevel, "No compile log.\n");
		return;
	}

	ri.Printf(printLevel, "compile log:\n");

	if (maxLength < 1023)
	{
		qglGetInfoLogARB(object, maxLength, &maxLength, msgPart);

		msgPart[maxLength + 1] = '\0';

		ri.Printf(printLevel, "%s\n", msgPart);
	}
	else
	{
		msg = ri.Malloc(maxLength);

		qglGetInfoLogARB(object, maxLength, &maxLength, msg);

		for(i = 0; i < maxLength; i += 1024)
		{
			Q_strncpyz(msgPart, msg + i, sizeof(msgPart));

			ri.Printf(printLevel, "%s\n", msgPart);
		}

		ri.Free(msg);
	}
}

static void GLSL_PrintShaderSource(GLhandleARB object)
{
	char           *msg;
	static char     msgPart[1024];
	int             maxLength = 0;
	int             i;

	qglGetObjectParameterivARB(object, GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &maxLength);

	msg = ri.Malloc(maxLength);

	qglGetShaderSourceARB(object, maxLength, &maxLength, msg);

	for(i = 0; i < maxLength; i += 1024)
	{
		Q_strncpyz(msgPart, msg + i, sizeof(msgPart));
		ri.Printf(PRINT_ALL, "%s\n", msgPart);
	}

	ri.Free(msg);
}

static void GLSL_GetShaderHeader( GLenum shaderType, const GLcharARB *extra, char *dest, int size )
{
	float fbufWidthScale, fbufHeightScale;

	dest[0] = '\0';

	// HACK: abuse the GLSL preprocessor to turn GLSL 1.20 shaders into 1.30 ones
	if(glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 30))
	{
		Q_strcat(dest, size, "#version 130\n");

		if(shaderType == GL_VERTEX_SHADER_ARB)
		{
			Q_strcat(dest, size, "#define attribute in\n");
			Q_strcat(dest, size, "#define varying out\n");
		}
		else
		{
			Q_strcat(dest, size, "#define varying in\n");

			Q_strcat(dest, size, "out vec4 out_Color;\n");
			Q_strcat(dest, size, "#define gl_FragColor out_Color\n");
		}
	}
	else
	{
		Q_strcat(dest, size, "#version 120\n");
	}

	// HACK: add some macros to avoid extra uniforms and save speed and code maintenance
	//Q_strcat(dest, size,
	//		 va("#ifndef r_SpecularExponent\n#define r_SpecularExponent %f\n#endif\n", r_specularExponent->value));
	//Q_strcat(dest, size,
	//		 va("#ifndef r_SpecularScale\n#define r_SpecularScale %f\n#endif\n", r_specularScale->value));
	//Q_strcat(dest, size,
	//       va("#ifndef r_NormalScale\n#define r_NormalScale %f\n#endif\n", r_normalScale->value));


	Q_strcat(dest, size, "#ifndef M_PI\n#define M_PI 3.14159265358979323846f\n#endif\n");

	//Q_strcat(dest, size, va("#ifndef MAX_SHADOWMAPS\n#define MAX_SHADOWMAPS %i\n#endif\n", MAX_SHADOWMAPS));

	Q_strcat(dest, size,
					 va("#ifndef deformGen_t\n"
						"#define deformGen_t\n"
						"#define DGEN_WAVE_SIN %i\n"
						"#define DGEN_WAVE_SQUARE %i\n"
						"#define DGEN_WAVE_TRIANGLE %i\n"
						"#define DGEN_WAVE_SAWTOOTH %i\n"
						"#define DGEN_WAVE_INVERSE_SAWTOOTH %i\n"
						"#define DGEN_BULGE %i\n"
						"#define DGEN_MOVE %i\n"
						"#endif\n",
						DGEN_WAVE_SIN,
						DGEN_WAVE_SQUARE,
						DGEN_WAVE_TRIANGLE,
						DGEN_WAVE_SAWTOOTH,
						DGEN_WAVE_INVERSE_SAWTOOTH,
						DGEN_BULGE,
						DGEN_MOVE));

	Q_strcat(dest, size,
					 va("#ifndef tcGen_t\n"
						"#define tcGen_t\n"
						"#define TCGEN_LIGHTMAP %i\n"
						"#define TCGEN_TEXTURE %i\n"
						"#define TCGEN_ENVIRONMENT_MAPPED %i\n"
						"#define TCGEN_FOG %i\n"
						"#define TCGEN_VECTOR %i\n"
						"#endif\n",
						TCGEN_LIGHTMAP,
						TCGEN_TEXTURE,
						TCGEN_ENVIRONMENT_MAPPED,
						TCGEN_FOG,
						TCGEN_VECTOR));

	Q_strcat(dest, size,
					 va("#ifndef colorGen_t\n"
						"#define colorGen_t\n"
						"#define CGEN_LIGHTING_DIFFUSE %i\n"
						"#endif\n",
						CGEN_LIGHTING_DIFFUSE));

	Q_strcat(dest, size,
							 va("#ifndef alphaGen_t\n"
								"#define alphaGen_t\n"
								"#define AGEN_LIGHTING_SPECULAR %i\n"
								"#define AGEN_PORTAL %i\n"
								"#define AGEN_FRESNEL %i\n"
								"#endif\n",
								AGEN_LIGHTING_SPECULAR,
								AGEN_PORTAL,
								AGEN_FRESNEL));

	Q_strcat(dest, size,
							 va("#ifndef texenv_t\n"
								"#define texenv_t\n"
								"#define TEXENV_MODULATE %i\n"
								"#define TEXENV_ADD %i\n"
								"#define TEXENV_REPLACE %i\n"
								"#endif\n",
								GL_MODULATE,
								GL_ADD,
								GL_REPLACE));

	fbufWidthScale = 1.0f / ((float)glConfig.vidWidth);
	fbufHeightScale = 1.0f / ((float)glConfig.vidHeight);
	Q_strcat(dest, size,
			 va("#ifndef r_FBufScale\n#define r_FBufScale vec2(%f, %f)\n#endif\n", fbufWidthScale, fbufHeightScale));

	if (extra)
	{
		Q_strcat(dest, size, extra);
	}

	// OK we added a lot of stuff but if we do something bad in the GLSL shaders then we want the proper line
	// so we have to reset the line counting
	Q_strcat(dest, size, "#line 0\n");
}

static int GLSL_CompileGPUShader(GLhandleARB program, GLhandleARB *prevShader, const GLcharARB *buffer, int size, GLenum shaderType)
{
	GLint           compiled;
	GLhandleARB     shader;

	shader = qglCreateShaderObjectARB(shaderType);

	qglShaderSourceARB(shader, 1, (const GLcharARB **)&buffer, &size);

	// compile shader
	qglCompileShaderARB(shader);

	// check if shader compiled
	qglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
	if(!compiled)
	{
		GLSL_PrintShaderSource(shader);
		GLSL_PrintInfoLog(shader, qfalse);
		ri.Error(ERR_DROP, "Couldn't compile shader");
		return 0;
	}

	//GLSL_PrintInfoLog(shader, qtrue);
	//GLSL_PrintShaderSource(shader);

	if (*prevShader)
	{
		qglDetachObjectARB(program, *prevShader);
		qglDeleteObjectARB(*prevShader);
	}

	// attach shader to program
	qglAttachObjectARB(program, shader);

	*prevShader = shader;

	return 1;
}

static int GLSL_LoadGPUShaderText(const char *name, const char *fallback,
	GLenum shaderType, char *dest, int destSize)
{
	char            filename[MAX_QPATH];
	GLcharARB      *buffer = NULL;
	const GLcharARB *shaderText = NULL;
	int             size;
	int             result;

	if(shaderType == GL_VERTEX_SHADER_ARB)
	{
		Com_sprintf(filename, sizeof(filename), "glsl/%s_vp.glsl", name);
	}
	else
	{
		Com_sprintf(filename, sizeof(filename), "glsl/%s_fp.glsl", name);
	}

	ri.Printf(PRINT_DEVELOPER, "...loading '%s'\n", filename);
	size = ri.FS_ReadFile(filename, (void **)&buffer);
	if(!buffer)
	{
		if (fallback)
		{
			ri.Printf(PRINT_DEVELOPER, "couldn't load, using fallback\n");
			shaderText = fallback;
			size = strlen(shaderText);
		}
		else
		{
			ri.Printf(PRINT_DEVELOPER, "couldn't load!\n");
			return 0;
		}
	}
	else
	{
		shaderText = buffer;
	}

	if (size > destSize)
	{
		result = 0;
	}
	else
	{
		Q_strncpyz(dest, shaderText, size + 1);
		result = 1;
	}

	if (buffer)
	{
		ri.FS_FreeFile(buffer);
	}
	
	return result;
}

static void GLSL_LinkProgram(GLhandleARB program)
{
	GLint           linked;

	qglLinkProgramARB(program);

	qglGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &linked);
	if(!linked)
	{
		GLSL_PrintInfoLog(program, qfalse);
		ri.Error(ERR_DROP, "\nshaders failed to link");
	}
}

static void GLSL_ValidateProgram(GLhandleARB program)
{
	GLint           validated;

	qglValidateProgramARB(program);

	qglGetObjectParameterivARB(program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated);
	if(!validated)
	{
		GLSL_PrintInfoLog(program, qfalse);
		ri.Error(ERR_DROP, "\nshaders failed to validate");
	}
}

static void GLSL_ShowProgramUniforms(GLhandleARB program)
{
	int             i, count, size;
	GLenum			type;
	char            uniformName[1000];

	// install the executables in the program object as part of current state.
	qglUseProgramObjectARB(program);

	// check for GL Errors

	// query the number of active uniforms
	qglGetObjectParameterivARB(program, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &count);

	// Loop over each of the active uniforms, and set their value
	for(i = 0; i < count; i++)
	{
		qglGetActiveUniformARB(program, i, sizeof(uniformName), NULL, &size, &type, uniformName);

		ri.Printf(PRINT_DEVELOPER, "active uniform: '%s'\n", uniformName);
	}

	qglUseProgramObjectARB(0);
}

static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode, int numUniforms)
{
	ri.Printf(PRINT_DEVELOPER, "------- GPU shader -------\n");

	if(strlen(name) >= MAX_QPATH)
	{
		ri.Error(ERR_DROP, "GLSL_InitGPUShader2: \"%s\" is too long", name);
	}

	Q_strncpyz(program->name, name, sizeof(program->name));

	program->program = qglCreateProgramObjectARB();
	program->attribs = attribs;

	if (!(GLSL_CompileGPUShader(program->program, &program->vertexShader, vpCode, strlen(vpCode), GL_VERTEX_SHADER_ARB)))
	{
		ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_VERTEX_SHADER_ARB\n", name);
		qglDeleteObjectARB(program->program);
		return 0;
	}

	if(fpCode)
	{
		if(!(GLSL_CompileGPUShader(program->program, &program->fragmentShader, fpCode, strlen(fpCode), GL_FRAGMENT_SHADER_ARB)))
		{
			ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_FRAGMENT_SHADER_ARB\n", name);
			qglDeleteObjectARB(program->program);
			return 0;
		}
	}

	if(attribs & ATTR_POSITION)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION, "attr_Position");

	if(attribs & ATTR_TEXCOORD)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD0, "attr_TexCoord0");

	if(attribs & ATTR_LIGHTCOORD)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD1, "attr_TexCoord1");

//  if(attribs & ATTR_TEXCOORD2)
//      qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD2, "attr_TexCoord2");

//  if(attribs & ATTR_TEXCOORD3)
//      qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD3, "attr_TexCoord3");

#ifdef USE_VERT_TANGENT_SPACE
	if(attribs & ATTR_TANGENT)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT, "attr_Tangent");

	if(attribs & ATTR_BITANGENT)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT, "attr_Bitangent");
#endif

	if(attribs & ATTR_NORMAL)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL, "attr_Normal");

	if(attribs & ATTR_COLOR)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_COLOR, "attr_Color");

	if(attribs & ATTR_PAINTCOLOR)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_PAINTCOLOR, "attr_PaintColor");

	if(attribs & ATTR_LIGHTDIRECTION)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_LIGHTDIRECTION, "attr_LightDirection");

	if(attribs & ATTR_POSITION2)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION2, "attr_Position2");

	if(attribs & ATTR_NORMAL2)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL2, "attr_Normal2");

#ifdef USE_VERT_TANGENT_SPACE
	if(attribs & ATTR_TANGENT2)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT2, "attr_Tangent2");

	if(attribs & ATTR_BITANGENT2)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT2, "attr_Bitangent2");
#endif

	GLSL_LinkProgram(program->program);

	program->numUniforms = numUniforms;

	{
		int i, size;

		size = sizeof(*program->uniforms) * numUniforms;
		program->uniforms = ri.Malloc(size);
		for (i = 0; i < numUniforms; i++)
		{
			program->uniforms[i] = -1;
		}

		size = sizeof(*program->uniformTypes) * numUniforms;
		program->uniformTypes = ri.Malloc(size);
		memset(program->uniformTypes, 0, size);

		size = sizeof(*program->uniformBufferOffsets) * numUniforms;
		program->uniformBufferOffsets = ri.Malloc(size);
		memset(program->uniformBufferOffsets, 0, size);
	}

	return 1;
}

static int GLSL_InitGPUShader(shaderProgram_t * program, const char *name,
	int attribs, qboolean fragmentShader, const GLcharARB *extra, qboolean addHeader,
	const char *fallback_vp, const char *fallback_fp, int numUniforms)
{
	char vpCode[32000];
	char fpCode[32000];
	char *postHeader;
	int size;
	int result;

	size = sizeof(vpCode);
	if (addHeader)
	{
		GLSL_GetShaderHeader(GL_VERTEX_SHADER_ARB, extra, vpCode, size);
		postHeader = &vpCode[strlen(vpCode)];
		size -= strlen(vpCode);
	}
	else
	{
		postHeader = &vpCode[0];
	}

	if (!GLSL_LoadGPUShaderText(name, fallback_vp, GL_VERTEX_SHADER_ARB, postHeader, size))
	{
		return 0;
	}

	if (fragmentShader)
	{
		size = sizeof(fpCode);
		if (addHeader)
		{
			GLSL_GetShaderHeader(GL_FRAGMENT_SHADER_ARB, extra, fpCode, size);
			postHeader = &fpCode[strlen(fpCode)];
			size -= strlen(fpCode);
		}
		else
		{
			postHeader = &fpCode[0];
		}

		if (!GLSL_LoadGPUShaderText(name, fallback_fp, GL_FRAGMENT_SHADER_ARB, postHeader, size))
		{
			return 0;
		}
	}

	result = GLSL_InitGPUShader2(program, name, attribs, vpCode, fragmentShader ? fpCode : NULL, numUniforms);

	return result;
}

// intentionally deceiving the user here, not actually setting the names but getting their indexes.
void GLSL_AddUniform(shaderProgram_t *program, int uniformNum, const char *name, int type)
{
	GLint *uniforms = program->uniforms;

	uniforms[uniformNum] = qglGetUniformLocationARB(program->program, name);
	program->uniformTypes[uniformNum] = type;
}

void GLSL_EndUniforms(shaderProgram_t *program)
{
	if (program->numUniforms)
	{
		int i, size;
		 
		size = 0;
		for (i = 0; i < program->numUniforms; i++)
		{
			if (program->uniforms[i] != -1)
			{
				program->uniformBufferOffsets[i] = size;

				switch(program->uniformTypes[i])
				{
					case GLSL_INT:
						size += sizeof(GLint);
						break;
					case GLSL_FLOAT:
						size += sizeof(GLfloat);
						break;
					case GLSL_FLOAT5:
						size += sizeof(vec_t) * 5;
						break;
					case GLSL_VEC2:
						size += sizeof(vec_t) * 2;
						break;
					case GLSL_VEC3:
						size += sizeof(vec_t) * 3;
						break;
					case GLSL_VEC4:
						size += sizeof(vec_t) * 4;
						break;
					case GLSL_MAT16:
						size += sizeof(vec_t) * 16;
						break;
					default:
						break;
				}
			}
		}

		program->uniformBuffer = ri.Malloc(size);

	}
}

void GLSL_FinishGPUShader(shaderProgram_t *program)
{
	GLSL_ValidateProgram(program->program);
	GLSL_ShowProgramUniforms(program->program);
	GL_CheckErrors();
}

void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value)
{
	GLint *uniforms = program->uniforms;
	GLint *compare = (GLint *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);

	if (uniforms[uniformNum] == -1)
		return;

	if (program->uniformTypes[uniformNum] != GLSL_INT)
	{
		ri.Printf( PRINT_WARNING, "GLSL_SetUniformInt: wrong type for uniform %i in program %s\n", uniformNum, program->name);
		return;
	}

	if (value == *compare)
	{
		return;
	}

	*compare = value;

	qglUniform1iARB(uniforms[uniformNum], value);
}

void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value)
{
	GLint *uniforms = program->uniforms;
	GLfloat *compare = (GLfloat *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);

	if (uniforms[uniformNum] == -1)
		return;

	if (program->uniformTypes[uniformNum] != GLSL_FLOAT)
	{
		ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat: wrong type for uniform %i in program %s\n", uniformNum, program->name);
		return;
	}

	if (value == *compare)
	{
		return;
	}

	*compare = value;
	
	qglUniform1fARB(uniforms[uniformNum], value);
}

void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v)
{
	GLint *uniforms = program->uniforms;
	vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);

	if (uniforms[uniformNum] == -1)
		return;

	if (program->uniformTypes[uniformNum] != GLSL_VEC2)
	{
		ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec2: wrong type for uniform %i in program %s\n", uniformNum, program->name);
		return;
	}

	if (v[0] == compare[0] && v[1] == compare[1])
	{
		return;
	}

	compare[0] = v[0];
	compare[1] = v[1];

	qglUniform2fARB(uniforms[uniformNum], v[0], v[1]);
}

void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v)
{
	GLint *uniforms = program->uniforms;
	vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);

	if (uniforms[uniformNum] == -1)
		return;

	if (program->uniformTypes[uniformNum] != GLSL_VEC3)
	{
		ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec3: wrong type for uniform %i in program %s\n", uniformNum, program->name);
		return;
	}

	if (VectorCompare(v, compare))
	{
		return;
	}

	VectorCopy(v, compare);

	qglUniform3fARB(uniforms[uniformNum], v[0], v[1], v[2]);
}

void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v)
{
	GLint *uniforms = program->uniforms;
	vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);

	if (uniforms[uniformNum] == -1)
		return;

	if (program->uniformTypes[uniformNum] != GLSL_VEC4)
	{
		ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec4: wrong type for uniform %i in program %s\n", uniformNum, program->name);
		return;
	}

	if (VectorCompare4(v, compare))
	{
		return;
	}

	VectorCopy4(v, compare);

	qglUniform4fARB(uniforms[uniformNum], v[0], v[1], v[2], v[3]);
}

void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v)
{
	GLint *uniforms = program->uniforms;
	vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);

	if (uniforms[uniformNum] == -1)
		return;

	if (program->uniformTypes[uniformNum] != GLSL_FLOAT5)
	{
		ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat5: wrong type for uniform %i in program %s\n", uniformNum, program->name);
		return;
	}

	if (VectorCompare5(v, compare))
	{
		return;
	}

	VectorCopy5(v, compare);

	qglUniform1fvARB(uniforms[uniformNum], 5, v);
}

void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const matrix_t matrix)
{
	GLint *uniforms = program->uniforms;
	vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);

	if (uniforms[uniformNum] == -1)
		return;

	if (program->uniformTypes[uniformNum] != GLSL_MAT16)
	{
		ri.Printf( PRINT_WARNING, "GLSL_SetUniformMatrix16: wrong type for uniform %i in program %s\n", uniformNum, program->name);
		return;
	}

	if (Matrix16Compare(matrix, compare))
	{
		return;
	}

	Matrix16Copy(matrix, compare);

	qglUniformMatrix4fvARB(uniforms[uniformNum], 1, GL_FALSE, matrix);
}

void GLSL_DeleteGPUShader(shaderProgram_t *program)
{
	if(program->program)
	{
		if (program->vertexShader)
		{
			qglDetachObjectARB(program->program, program->vertexShader);
			qglDeleteObjectARB(program->vertexShader);
		}

		if (program->fragmentShader)
		{
			qglDetachObjectARB(program->program, program->fragmentShader);
			qglDeleteObjectARB(program->fragmentShader);
		}

		qglDeleteObjectARB(program->program);

		if (program->uniforms)
		{
			ri.Free(program->uniforms);
		}

		if (program->uniformTypes)
		{
			ri.Free(program->uniformTypes);
		}
				
		if (program->uniformBuffer)
		{
			ri.Free(program->uniformBuffer);
		}

		if (program->uniformBufferOffsets)
		{
			ri.Free(program->uniformBufferOffsets);
		}

		Com_Memset(program, 0, sizeof(*program));
	}
}

void GLSL_InitGPUShaders(void)
{
	int             startTime, endTime;
	int i;
	char extradefines[1024];
	int attribs;
	int numGenShaders = 0, numLightShaders = 0, numEtcShaders = 0;

	ri.Printf(PRINT_ALL, "------- GLSL_InitGPUShaders -------\n");

	R_IssuePendingRenderCommands();

	startTime = ri.Milliseconds();

	for (i = 0; i < GENERICDEF_COUNT; i++)
	{	
		attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD | ATTR_NORMAL | ATTR_COLOR;
		extradefines[0] = '\0';

		if (i & GENERICDEF_USE_DEFORM_VERTEXES)
			Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");

		if (i & GENERICDEF_USE_TCGEN_AND_TCMOD)
		{
			Q_strcat(extradefines, 1024, "#define USE_TCGEN\n");
			Q_strcat(extradefines, 1024, "#define USE_TCMOD\n");
		}

		if (i & GENERICDEF_USE_VERTEX_ANIMATION)
		{
			Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");
			attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
		}

		if (i & GENERICDEF_USE_FOG)
			Q_strcat(extradefines, 1024, "#define USE_FOG\n");

		if (i & GENERICDEF_USE_RGBAGEN)
			Q_strcat(extradefines, 1024, "#define USE_RGBAGEN\n");

		if (i & GENERICDEF_USE_LIGHTMAP)
			Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");

		if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
			Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n");

		if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp, GENERIC_UNIFORM_COUNT))
		{
			ri.Error(ERR_FATAL, "Could not load generic shader!");
		}

		// There's actually no need to filter these out, since they'll
		// redirect to -1 if nonexistent, but it's more understandable this way.
		
		GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);

		GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_BASECOLOR, "u_BaseColor", GLSL_VEC4);
		GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4);

		if (i & GENERICDEF_USE_RGBAGEN)
		{
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_COLORGEN,      "u_ColorGen",      GLSL_INT);
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_ALPHAGEN,      "u_AlphaGen",      GLSL_INT);
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_AMBIENTLIGHT,  "u_AmbientLight",  GLSL_VEC3);
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3);
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTORIGIN,   "u_LightOrigin",   GLSL_VEC4);
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_PORTALRANGE,   "u_PortalRange",   GLSL_FLOAT);
		}

		if (i & GENERICDEF_USE_TCGEN_AND_TCMOD)
		{
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0,        "u_TCGen0",        GLSL_INT);
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR0, "u_TCGen0Vector0", GLSL_VEC3);
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR1, "u_TCGen0Vector1", GLSL_VEC3);
		}

		if (i & GENERICDEF_USE_FOG)
		{
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGCOLORMASK, "u_FogColorMask", GLSL_VEC4);
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGDISTANCE,  "u_FogDistance",  GLSL_VEC4);
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGDEPTH,     "u_FogDepth",     GLSL_VEC4);
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGEYET,      "u_FogEyeT",      GLSL_FLOAT);
		}

		if (i & GENERICDEF_USE_DEFORM_VERTEXES)
		{
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DEFORMGEN,    "u_DeformGen",    GLSL_INT);
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
		}

		GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TIME,             "u_Time",             GLSL_FLOAT);
		GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VIEWORIGIN,       "u_ViewOrigin",       GLSL_VEC3);
		GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_VEC4);
		GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXOFFTURB,"u_DiffuseTexOffTurb",GLSL_VEC4);
		GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TEXTURE1ENV,      "u_Texture1Env",      GLSL_INT);

		GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP,       "u_DiffuseMap",       GLSL_INT);
		GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTMAP,         "u_LightMap",         GLSL_INT);


		if (i & GENERICDEF_USE_VERTEX_ANIMATION)
		{
			GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
		}

		GLSL_EndUniforms(&tr.genericShader[i]);

		qglUseProgramObjectARB(tr.genericShader[i].program);
		GLSL_SetUniformInt(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
		GLSL_SetUniformInt(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTMAP,   TB_LIGHTMAP);
		qglUseProgramObjectARB(0);

		GLSL_FinishGPUShader(&tr.genericShader[i]);

		numGenShaders++;
	}


	attribs = ATTR_POSITION | ATTR_TEXCOORD;

	if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, NULL, qfalse, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp, TEXTURECOLOR_UNIFORM_COUNT))
	{
		ri.Error(ERR_FATAL, "Could not load texturecolor shader!");
	}
	
	GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
	GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR,                     "u_Color",                     GLSL_VEC4);
	GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP,                "u_DiffuseMap",                GLSL_INT);

	GLSL_EndUniforms(&tr.textureColorShader);

	qglUseProgramObjectARB(tr.textureColorShader.program);
	GLSL_SetUniformInt(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
	qglUseProgramObjectARB(0);

	GLSL_FinishGPUShader(&tr.textureColorShader);

	numEtcShaders++;

	for (i = 0; i < FOGDEF_COUNT; i++)
	{
		attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD;
		extradefines[0] = '\0';

		if (i & FOGDEF_USE_DEFORM_VERTEXES)
			Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");

		if (i & FOGDEF_USE_VERTEX_ANIMATION)
			Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");

		if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp, FOGPASS_UNIFORM_COUNT))
		{
			ri.Error(ERR_FATAL, "Could not load fogpass shader!");
		}

		GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDISTANCE,               "u_FogDistance",               GLSL_VEC4);
		GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDEPTH,                  "u_FogDepth",                  GLSL_VEC4);
		GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGEYET,                   "u_FogEyeT",                   GLSL_FLOAT);
		GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_DEFORMGEN,                 "u_DeformGen",                 GLSL_INT);
		GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_DEFORMPARAMS,              "u_DeformParams",              GLSL_FLOAT5);
		GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_TIME,                      "u_Time",                      GLSL_FLOAT);
		GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_COLOR,                     "u_Color",                     GLSL_VEC4);
		GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
		GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_VERTEXLERP,                "u_VertexLerp",                GLSL_FLOAT);
		
		GLSL_EndUniforms(&tr.fogShader[i]);
		GLSL_FinishGPUShader(&tr.fogShader[i]);

		numEtcShaders++;
	}


	for (i = 0; i < DLIGHTDEF_COUNT; i++)
	{
		attribs = ATTR_POSITION | ATTR_NORMAL | ATTR_TEXCOORD;
		extradefines[0] = '\0';

		if (i & DLIGHTDEF_USE_DEFORM_VERTEXES)
		{
			Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
		}

		if (!GLSL_InitGPUShader(&tr.dlightShader[i], "dlight", attribs, qtrue, extradefines, qtrue, fallbackShader_dlight_vp, fallbackShader_dlight_fp, DLIGHT_UNIFORM_COUNT))
		{
			ri.Error(ERR_FATAL, "Could not load dlight shader!");
		}

		GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DLIGHTINFO,                "u_DlightInfo",                GLSL_VEC4);
		GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DEFORMGEN,                 "u_DeformGen",                 GLSL_INT);
		GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DEFORMPARAMS,              "u_DeformParams",              GLSL_FLOAT5);
		GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_TIME,                      "u_Time",                      GLSL_FLOAT);
		GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_COLOR,                     "u_Color",                     GLSL_VEC4);
		GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
		
		GLSL_EndUniforms(&tr.dlightShader[i]);
		
		qglUseProgramObjectARB(tr.dlightShader[i].program);
		GLSL_SetUniformInt(&tr.dlightShader[i], DLIGHT_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
		qglUseProgramObjectARB(0);

		GLSL_FinishGPUShader(&tr.dlightShader[i]);

		numEtcShaders++;
	}


	for (i = 0; i < LIGHTDEF_COUNT; i++)
	{
		// skip impossible combos
		if ((i & LIGHTDEF_USE_NORMALMAP) && !r_normalMapping->integer)
			continue;

		if ((i & LIGHTDEF_USE_PARALLAXMAP) && !r_parallaxMapping->integer)
			continue;

		if ((i & LIGHTDEF_USE_SPECULARMAP) && !r_specularMapping->integer)
			continue;

		if ((i & LIGHTDEF_USE_DELUXEMAP) && !r_deluxeMapping->integer)
			continue;

		if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHTMAP) && (i & LIGHTDEF_USE_DELUXEMAP))
			continue;

		if (!(i & LIGHTDEF_USE_NORMALMAP) && (i & LIGHTDEF_USE_PARALLAXMAP))
			continue;

		if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHT_VECTOR))
		{
			if (i & LIGHTDEF_USE_SHADOWMAP)
				continue;
		}

		attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL;

		extradefines[0] = '\0';

		if (r_normalAmbient->value > 0.003f)
			Q_strcat(extradefines, 1024, va("#define r_normalAmbient %f\n", r_normalAmbient->value));

		if (r_dlightMode->integer >= 2)
			Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");

		if (1)
		{
			Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n");
		}

		if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
			Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n");

		if (i & LIGHTDEF_LIGHTTYPE_MASK)
		{
			Q_strcat(extradefines, 1024, "#define USE_LIGHT\n");

			if (r_normalMapping->integer == 0 && r_specularMapping->integer == 0)
				Q_strcat(extradefines, 1024, "#define USE_FAST_LIGHT\n");

			switch (i & LIGHTDEF_LIGHTTYPE_MASK)
			{
				case LIGHTDEF_USE_LIGHTMAP:
					Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
					attribs |= ATTR_LIGHTCOORD | ATTR_LIGHTDIRECTION;
					break;
				case LIGHTDEF_USE_LIGHT_VECTOR:
					Q_strcat(extradefines, 1024, "#define USE_LIGHT_VECTOR\n");
					break;
				case LIGHTDEF_USE_LIGHT_VERTEX:
					Q_strcat(extradefines, 1024, "#define USE_LIGHT_VERTEX\n");
					attribs |= ATTR_LIGHTDIRECTION;
					break;
				default:
					break;
			}
		}

		if ((i & LIGHTDEF_USE_NORMALMAP) && r_normalMapping->integer)
		{
			Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");

			if (r_normalMapping->integer == 2)
				Q_strcat(extradefines, 1024, "#define USE_OREN_NAYAR\n");

			if (r_normalMapping->integer == 3)
				Q_strcat(extradefines, 1024, "#define USE_TRIACE_OREN_NAYAR\n");

#ifdef USE_VERT_TANGENT_SPACE
			Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
			attribs |= ATTR_TANGENT | ATTR_BITANGENT;
#endif
		}

		if ((i & LIGHTDEF_USE_SPECULARMAP) && r_specularMapping->integer)
		{
			Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n");

			switch (r_specularMapping->integer)
			{
				case 1:
				default:
					Q_strcat(extradefines, 1024, "#define USE_TRIACE\n");
					break;

				case 2:
					Q_strcat(extradefines, 1024, "#define USE_BLINN\n");
					break;

				case 3:
					Q_strcat(extradefines, 1024, "#define USE_COOK_TORRANCE\n");
					break;

				case 4:
					Q_strcat(extradefines, 1024, "#define USE_TORRANCE_SPARROW\n");
					break;
			}
		}

		if ((i & LIGHTDEF_USE_DELUXEMAP) && r_deluxeMapping->integer)
			Q_strcat(extradefines, 1024, "#define USE_DELUXEMAP\n");

		if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
			Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");

		if (i & LIGHTDEF_USE_SHADOWMAP)
			Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");

		if (i & LIGHTDEF_USE_TCGEN_AND_TCMOD)
		{
			Q_strcat(extradefines, 1024, "#define USE_TCGEN\n");
			Q_strcat(extradefines, 1024, "#define USE_TCMOD\n");
		}

		if (i & LIGHTDEF_ENTITY)
		{
			Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELMATRIX\n");
			attribs |= ATTR_POSITION2 | ATTR_NORMAL2;

#ifdef USE_VERT_TANGENT_SPACE
			if (i & LIGHTDEF_USE_NORMALMAP && r_normalMapping->integer)
			{
				attribs |= ATTR_TANGENT2 | ATTR_BITANGENT2;
			}
#endif
		}

		if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp, GENERIC_UNIFORM_COUNT))
		{
			ri.Error(ERR_FATAL, "Could not load lightall shader!");
		}

		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELMATRIX,               "u_ModelMatrix",               GLSL_MAT16);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX,          "u_DiffuseTexMatrix",          GLSL_VEC4);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXOFFTURB,         "u_DiffuseTexOffTurb",         GLSL_VEC4);
		//GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALTEXMATRIX,           "u_NormalTexMatrix",           GLSL_MAT16);
		//GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARTEXMATRIX,         "u_SpecularTexMatrix",         GLSL_MAT16);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VIEWORIGIN,                "u_ViewOrigin",                GLSL_VEC3);

		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_TCGEN0,                    "u_TCGen0",                    GLSL_INT);

		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP,                "u_DiffuseMap",                GLSL_INT);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP,                  "u_LightMap",                  GLSL_INT);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP,                 "u_NormalMap",                 GLSL_INT);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP,                 "u_DeluxeMap",                 GLSL_INT);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP,               "u_SpecularMap",               GLSL_INT);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP,                 "u_ShadowMap",                 GLSL_INT);

		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_AMBIENTLIGHT,              "u_AmbientLight",              GLSL_VEC3);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT,             "u_DirectedLight",             GLSL_VEC3);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTORIGIN,               "u_LightOrigin",               GLSL_VEC4);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTRADIUS,               "u_LightRadius",               GLSL_FLOAT);

		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MATERIALINFO,              "u_MaterialInfo",              GLSL_VEC2);

		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_BASECOLOR,                 "u_BaseColor",                 GLSL_VEC4);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTCOLOR,                 "u_VertColor",                 GLSL_VEC4);
		GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTEXLERP,                "u_VertexLerp",                GLSL_FLOAT);
		
		GLSL_EndUniforms(&tr.lightallShader[i]);

		qglUseProgramObjectARB(tr.lightallShader[i].program);
		GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP,  TB_DIFFUSEMAP);
		GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP,    TB_LIGHTMAP);
		GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP,   TB_NORMALMAP);
		GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP,   TB_DELUXEMAP);
		GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, TB_SPECULARMAP);
		GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP,   TB_SHADOWMAP);
		qglUseProgramObjectARB(0);

		GLSL_FinishGPUShader(&tr.lightallShader[i]);

		numLightShaders++;
	}
	
	attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD;

	extradefines[0] = '\0';

	if (!GLSL_InitGPUShader(&tr.shadowmapShader, "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp, GENERIC_UNIFORM_COUNT))
	{
		ri.Error(ERR_FATAL, "Could not load shadowfill shader!");
	}

	GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMGEN,                 "u_DeformGen",                 GLSL_INT);
	GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMPARAMS,              "u_DeformParams",              GLSL_FLOAT5);
	GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_TIME,                      "u_Time",                      GLSL_FLOAT);
	GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
	GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_MODELMATRIX,               "u_ModelMatrix",               GLSL_MAT16);
	GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_VERTEXLERP,                "u_VertexLerp",                GLSL_FLOAT);
	
	GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_LIGHTORIGIN,               "u_LightOrigin",               GLSL_VEC4);
	GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_LIGHTRADIUS,               "u_LightRadius",               GLSL_FLOAT);

	GLSL_EndUniforms(&tr.shadowmapShader);
	GLSL_FinishGPUShader(&tr.shadowmapShader);

	numEtcShaders++;

	attribs = ATTR_POSITION | ATTR_NORMAL;
	extradefines[0] = '\0';

	Q_strcat(extradefines, 1024, "#define USE_PCF\n#define USE_DISCARD\n");

	if (!GLSL_InitGPUShader(&tr.pshadowShader, "pshadow", attribs, qtrue, extradefines, qtrue, fallbackShader_pshadow_vp, fallbackShader_pshadow_fp, PSHADOW_UNIFORM_COUNT))
	{
		ri.Error(ERR_FATAL, "Could not load pshadow shader!");
	}
	
	GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
	GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTFORWARD,              "u_LightForward",              GLSL_VEC3);
	GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTUP,                   "u_LightUp",                   GLSL_VEC3);
	GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTRIGHT,                "u_LightRight",                GLSL_VEC3);
	GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTORIGIN,               "u_LightOrigin",               GLSL_VEC4);
	GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTRADIUS,               "u_LightRadius",               GLSL_FLOAT);

	GLSL_EndUniforms(&tr.pshadowShader);

	qglUseProgramObjectARB(tr.pshadowShader.program);
	GLSL_SetUniformInt(&tr.pshadowShader, PSHADOW_UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
	qglUseProgramObjectARB(0);

	GLSL_FinishGPUShader(&tr.pshadowShader);

	numEtcShaders++;


	attribs = ATTR_POSITION | ATTR_TEXCOORD;
	extradefines[0] = '\0';

	if (!GLSL_InitGPUShader(&tr.down4xShader, "down4x", attribs, qtrue, extradefines, qtrue, fallbackShader_down4x_vp, fallbackShader_down4x_fp, TEXTURECOLOR_UNIFORM_COUNT))
	{
		ri.Error(ERR_FATAL, "Could not load down4x shader!");
	}
	
	GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
	GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_INVTEXRES,                 "u_InvTexRes",                 GLSL_VEC2);

	GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP,                "u_TextureMap",                GLSL_INT);

	GLSL_EndUniforms(&tr.down4xShader);

	qglUseProgramObjectARB(tr.down4xShader.program);
	GLSL_SetUniformInt(&tr.down4xShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
	qglUseProgramObjectARB(0);

	GLSL_FinishGPUShader(&tr.down4xShader);

	numEtcShaders++;


	attribs = ATTR_POSITION | ATTR_TEXCOORD;
	extradefines[0] = '\0';

	if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackShader_bokeh_vp, fallbackShader_bokeh_fp, TEXTURECOLOR_UNIFORM_COUNT))
	{
		ri.Error(ERR_FATAL, "Could not load bokeh shader!");
	}
	
	GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
	GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_INVTEXRES,                 "u_InvTexRes",                 GLSL_VEC2);
	GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_COLOR,                     "u_Color",                     GLSL_VEC4);

	GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP,                "u_TextureMap",                GLSL_INT);

	GLSL_EndUniforms(&tr.bokehShader);

	qglUseProgramObjectARB(tr.bokehShader.program);
	GLSL_SetUniformInt(&tr.bokehShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
	qglUseProgramObjectARB(0);

	GLSL_FinishGPUShader(&tr.bokehShader);

	numEtcShaders++;


	attribs = ATTR_POSITION | ATTR_TEXCOORD;
	extradefines[0] = '\0';

	if (!GLSL_InitGPUShader(&tr.tonemapShader, "tonemap", attribs, qtrue, extradefines, qtrue, fallbackShader_tonemap_vp, fallbackShader_tonemap_fp, TEXTURECOLOR_UNIFORM_COUNT))
	{
		ri.Error(ERR_FATAL, "Could not load tonemap shader!");
	}
	
	GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
	GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_INVTEXRES,                 "u_InvTexRes",                 GLSL_VEC2);
	GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_COLOR,                     "u_Color",                     GLSL_VEC4);
	GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX,        "u_AutoExposureMinMax",        GLSL_VEC2);
	GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR,       "u_ToneMinAvgMaxLinear",       GLSL_VEC3);
	GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP,                "u_TextureMap",                GLSL_INT);
	GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_LEVELSMAP,                 "u_LevelsMap",                 GLSL_INT);

	GLSL_EndUniforms(&tr.tonemapShader);

	qglUseProgramObjectARB(tr.tonemapShader.program);
	GLSL_SetUniformInt(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_COLORMAP);
	GLSL_SetUniformInt(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_LEVELSMAP,  TB_LEVELSMAP);
	qglUseProgramObjectARB(0);

	GLSL_FinishGPUShader(&tr.tonemapShader);

	numEtcShaders++;


	for (i = 0; i < 2; i++)
	{
		attribs = ATTR_POSITION | ATTR_TEXCOORD;
		extradefines[0] = '\0';

		if (!i)
			Q_strcat(extradefines, 1024, "#define FIRST_PASS\n");

		if (!GLSL_InitGPUShader(&tr.calclevels4xShader[i], "calclevels4x", attribs, qtrue, extradefines, qtrue, fallbackShader_calclevels4x_vp, fallbackShader_calclevels4x_fp, TEXTURECOLOR_UNIFORM_COUNT))
		{
			ri.Error(ERR_FATAL, "Could not load calclevels4x shader!");
		}

		GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
		GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_INVTEXRES,                 "u_InvTexRes",                 GLSL_VEC2);
		GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_COLOR,                     "u_Color",                     GLSL_VEC4);

		GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_TEXTUREMAP,                "u_TextureMap",                GLSL_INT);

		GLSL_EndUniforms(&tr.calclevels4xShader[i]);

		qglUseProgramObjectARB(tr.calclevels4xShader[i].program);
		GLSL_SetUniformInt(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
		qglUseProgramObjectARB(0);

		GLSL_FinishGPUShader(&tr.calclevels4xShader[i]);

		numEtcShaders++;		
	}


	attribs = ATTR_POSITION | ATTR_TEXCOORD;
	extradefines[0] = '\0';

	if (r_shadowFilter->integer >= 1)
		Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER\n");

	if (r_shadowFilter->integer >= 2)
		Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER2\n");

	Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");

	Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %d\n", r_shadowMapSize->integer));
	Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));


	if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp, SHADOWMASK_UNIFORM_COUNT))
	{
		ri.Error(ERR_FATAL, "Could not load shadowmask shader!");
	}
	
	GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP,  "u_ShadowMvp",   GLSL_MAT16);
	GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, "u_ShadowMvp2",  GLSL_MAT16);
	GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, "u_ShadowMvp3",  GLSL_MAT16);
	GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, "u_ViewOrigin",  GLSL_VEC3);
	GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO,   "u_ViewInfo",    GLSL_VEC4);
	GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD,"u_ViewForward", GLSL_VEC3);
	GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT,   "u_ViewLeft",    GLSL_VEC3);
	GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP,     "u_ViewUp",      GLSL_VEC3);

	GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
	GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP,      "u_ShadowMap",      GLSL_INT);
	GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP2,     "u_ShadowMap2",     GLSL_INT);
	GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP3,     "u_ShadowMap3",     GLSL_INT);

	GLSL_EndUniforms(&tr.shadowmaskShader);

	qglUseProgramObjectARB(tr.shadowmaskShader.program);
	GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
	GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP,  TB_SHADOWMAP);
	GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
	GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
	qglUseProgramObjectARB(0);

	GLSL_FinishGPUShader(&tr.shadowmaskShader);

	numEtcShaders++;


	attribs = ATTR_POSITION | ATTR_TEXCOORD;
	extradefines[0] = '\0';

	if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackShader_ssao_vp, fallbackShader_ssao_fp, SSAO_UNIFORM_COUNT))
	{
		ri.Error(ERR_FATAL, "Could not load ssao shader!");
	}
	
	GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO,   "u_ViewInfo",    GLSL_VEC4);

	GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);

	GLSL_EndUniforms(&tr.ssaoShader);

	qglUseProgramObjectARB(tr.ssaoShader.program);
	GLSL_SetUniformInt(&tr.ssaoShader, SSAO_UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
	qglUseProgramObjectARB(0);

	GLSL_FinishGPUShader(&tr.ssaoShader);

	numEtcShaders++;


	for (i = 0; i < 2; i++)
	{
		attribs = ATTR_POSITION | ATTR_TEXCOORD;
		extradefines[0] = '\0';

		if (i & 1)
			Q_strcat(extradefines, 1024, "#define USE_VERTICAL_BLUR\n");
		else
			Q_strcat(extradefines, 1024, "#define USE_HORIZONTAL_BLUR\n");


		if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp, DEPTHBLUR_UNIFORM_COUNT))
		{
			ri.Error(ERR_FATAL, "Could not load depthBlur shader!");
		}
		
		GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_VIEWINFO,   "u_ViewInfo",    GLSL_VEC4);

		GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENIMAGEMAP, "u_ScreenImageMap", GLSL_INT);
		GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);

		GLSL_EndUniforms(&tr.depthBlurShader[i]);

		qglUseProgramObjectARB(tr.depthBlurShader[i].program);
		GLSL_SetUniformInt(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
		GLSL_SetUniformInt(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
		qglUseProgramObjectARB(0);

		GLSL_FinishGPUShader(&tr.depthBlurShader[i]);

		numEtcShaders++;
	}


	endTime = ri.Milliseconds();

	ri.Printf(PRINT_ALL, "loaded %i GLSL shaders (%i gen %i light %i etc) in %5.2f seconds\n", 
		numGenShaders + numLightShaders + numEtcShaders, numGenShaders, numLightShaders, 
		numEtcShaders, (endTime - startTime) / 1000.0);
}

void GLSL_ShutdownGPUShaders(void)
{
	int i;

	ri.Printf(PRINT_ALL, "------- GLSL_ShutdownGPUShaders -------\n");

	qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0);
	qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1);
	qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION);
	qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION2);
	qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
#ifdef USE_VERT_TANGENT_SPACE
	qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
	qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT);
#endif
	qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
#ifdef USE_VERT_TANGENT_SPACE
	qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
	qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2);
#endif
	qglDisableVertexAttribArrayARB(ATTR_INDEX_COLOR);
	qglDisableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
	GLSL_BindNullProgram();

	for ( i = 0; i < GENERICDEF_COUNT; i++)
		GLSL_DeleteGPUShader(&tr.genericShader[i]);

	GLSL_DeleteGPUShader(&tr.textureColorShader);

	for ( i = 0; i < FOGDEF_COUNT; i++)
		GLSL_DeleteGPUShader(&tr.fogShader[i]);

	for ( i = 0; i < DLIGHTDEF_COUNT; i++)
		GLSL_DeleteGPUShader(&tr.dlightShader[i]);

	for ( i = 0; i < LIGHTDEF_COUNT; i++)
		GLSL_DeleteGPUShader(&tr.lightallShader[i]);

	GLSL_DeleteGPUShader(&tr.shadowmapShader);
	GLSL_DeleteGPUShader(&tr.pshadowShader);
	GLSL_DeleteGPUShader(&tr.down4xShader);
	
	for ( i = 0; i < 2; i++)
		GLSL_DeleteGPUShader(&tr.calclevels4xShader[i]);

	glState.currentProgram = 0;
	qglUseProgramObjectARB(0);
}


void GLSL_BindProgram(shaderProgram_t * program)
{
	if(!program)
	{
		GLSL_BindNullProgram();
		return;
	}

	if(r_logFile->integer)
	{
		// don't just call LogComment, or we will get a call to va() every frame!
		GLimp_LogComment(va("--- GL_BindProgram( %s ) ---\n", program->name));
	}

	if(glState.currentProgram != program)
	{
		qglUseProgramObjectARB(program->program);
		glState.currentProgram = program;
		backEnd.pc.c_glslShaderBinds++;
	}
}


void GLSL_BindNullProgram(void)
{
	if(r_logFile->integer)
	{
		GLimp_LogComment("--- GL_BindNullProgram ---\n");
	}

	if(glState.currentProgram)
	{
		qglUseProgramObjectARB(0);
		glState.currentProgram = NULL;
	}
}


void GLSL_VertexAttribsState(uint32_t stateBits)
{
	uint32_t		diff;

	GLSL_VertexAttribPointers(stateBits);

	diff = stateBits ^ glState.vertexAttribsState;
	if(!diff)
	{
		return;
	}

	if(diff & ATTR_POSITION)
	{
		if(stateBits & ATTR_POSITION)
		{
			GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_POSITION )\n");
			qglEnableVertexAttribArrayARB(ATTR_INDEX_POSITION);
		}
		else
		{
			GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_POSITION )\n");
			qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION);
		}
	}

	if(diff & ATTR_TEXCOORD)
	{
		if(stateBits & ATTR_TEXCOORD)
		{
			GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TEXCOORD )\n");
			qglEnableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0);
		}
		else
		{
			GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TEXCOORD )\n");
			qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0);
		}
	}

	if(diff & ATTR_LIGHTCOORD)
	{
		if(stateBits & ATTR_LIGHTCOORD)
		{
			GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_LIGHTCOORD )\n");
			qglEnableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1);
		}
		else
		{
			GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_LIGHTCOORD )\n");
			qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1);
		}
	}

	if(diff & ATTR_NORMAL)
	{
		if(stateBits & ATTR_NORMAL)
		{
			GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_NORMAL )\n");
			qglEnableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
		}
		else
		{
			GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_NORMAL )\n");
			qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
		}
	}

#ifdef USE_VERT_TANGENT_SPACE
	if(diff & ATTR_TANGENT)
	{
		if(stateBits & ATTR_TANGENT)
		{
			GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TANGENT )\n");
			qglEnableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
		}
		else
		{
			GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TANGENT )\n");
			qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
		}
	}

	if(diff & ATTR_BITANGENT)
	{
		if(stateBits & ATTR_BITANGENT)
		{
			GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_BITANGENT )\n");
			qglEnableVertexAttribArrayARB(ATTR_INDEX_BITANGENT);
		}
		else
		{
			GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_BITANGENT )\n");
			qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT);
		}
	}
#endif

	if(diff & ATTR_COLOR)
	{
		if(stateBits & ATTR_COLOR)
		{
			GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_COLOR )\n");
			qglEnableVertexAttribArrayARB(ATTR_INDEX_COLOR);
		}
		else
		{
			GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_COLOR )\n");
			qglDisableVertexAttribArrayARB(ATTR_INDEX_COLOR);
		}
	}

	if(diff & ATTR_LIGHTDIRECTION)
	{
		if(stateBits & ATTR_LIGHTDIRECTION)
		{
			GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_LIGHTDIRECTION )\n");
			qglEnableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
		}
		else
		{
			GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_LIGHTDIRECTION )\n");
			qglDisableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
		}
	}

	if(diff & ATTR_POSITION2)
	{
		if(stateBits & ATTR_POSITION2)
		{
			GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_POSITION2 )\n");
			qglEnableVertexAttribArrayARB(ATTR_INDEX_POSITION2);
		}
		else
		{
			GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_POSITION2 )\n");
			qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION2);
		}
	}

	if(diff & ATTR_NORMAL2)
	{
		if(stateBits & ATTR_NORMAL2)
		{
			GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_NORMAL2 )\n");
			qglEnableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
		}
		else
		{
			GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_NORMAL2 )\n");
			qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
		}
	}

#ifdef USE_VERT_TANGENT_SPACE
	if(diff & ATTR_TANGENT2)
	{
		if(stateBits & ATTR_TANGENT2)
		{
			GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TANGENT2 )\n");
			qglEnableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
		}
		else
		{
			GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TANGENT2 )\n");
			qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
		}
	}

	if(diff & ATTR_BITANGENT2)
	{
		if(stateBits & ATTR_BITANGENT2)
		{
			GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_BITANGENT2 )\n");
			qglEnableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2);
		}
		else
		{
			GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_BITANGENT2 )\n");
			qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2);
		}
	}
#endif

	glState.vertexAttribsState = stateBits;
}

void GLSL_VertexAttribPointers(uint32_t attribBits)
{
	if(!glState.currentVBO)
	{
		ri.Error(ERR_FATAL, "GL_VertexAttribPointers: no VBO bound");
		return;
	}

	// don't just call LogComment, or we will get a call to va() every frame!
	GLimp_LogComment(va("--- GL_VertexAttribPointers( %s ) ---\n", glState.currentVBO->name));

	if((attribBits & ATTR_POSITION) && !(glState.vertexAttribPointersSet & ATTR_POSITION))
	{
		GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION )\n");

		qglVertexAttribPointerARB(ATTR_INDEX_POSITION, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + glState.vertexAttribsNewFrame * glState.currentVBO->size_xyz));
		glState.vertexAttribPointersSet |= ATTR_POSITION;
	}

	if((attribBits & ATTR_TEXCOORD) && !(glState.vertexAttribPointersSet & ATTR_TEXCOORD))
	{
		GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TEXCOORD )\n");

		qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD0, 2, GL_FLOAT, 0, glState.currentVBO->stride_st, BUFFER_OFFSET(glState.currentVBO->ofs_st));
		glState.vertexAttribPointersSet |= ATTR_TEXCOORD;
	}

	if((attribBits & ATTR_LIGHTCOORD) && !(glState.vertexAttribPointersSet & ATTR_LIGHTCOORD))
	{
		GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_LIGHTCOORD )\n");

		qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD1, 2, GL_FLOAT, 0, glState.currentVBO->stride_lightmap, BUFFER_OFFSET(glState.currentVBO->ofs_lightmap));
		glState.vertexAttribPointersSet |= ATTR_LIGHTCOORD;
	}

	if((attribBits & ATTR_NORMAL) && !(glState.vertexAttribPointersSet & ATTR_NORMAL))
	{
		GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL )\n");

		qglVertexAttribPointerARB(ATTR_INDEX_NORMAL, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal));
		glState.vertexAttribPointersSet |= ATTR_NORMAL;
	}

#ifdef USE_VERT_TANGENT_SPACE
	if((attribBits & ATTR_TANGENT) && !(glState.vertexAttribPointersSet & ATTR_TANGENT))
	{
		GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT )\n");

		qglVertexAttribPointerARB(ATTR_INDEX_TANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); // FIXME
		glState.vertexAttribPointersSet |= ATTR_TANGENT;
	}

	if((attribBits & ATTR_BITANGENT) && !(glState.vertexAttribPointersSet & ATTR_BITANGENT))
	{
		GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_BITANGENT )\n");

		qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); // FIXME
		glState.vertexAttribPointersSet |= ATTR_BITANGENT;
	}
#endif

	if((attribBits & ATTR_COLOR) && !(glState.vertexAttribPointersSet & ATTR_COLOR))
	{
		GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_COLOR )\n");

		qglVertexAttribPointerARB(ATTR_INDEX_COLOR, 4, GL_FLOAT, 0, glState.currentVBO->stride_vertexcolor, BUFFER_OFFSET(glState.currentVBO->ofs_vertexcolor));
		glState.vertexAttribPointersSet |= ATTR_COLOR;
	}

	if((attribBits & ATTR_LIGHTDIRECTION) && !(glState.vertexAttribPointersSet & ATTR_LIGHTDIRECTION))
	{
		GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_LIGHTDIRECTION )\n");

		qglVertexAttribPointerARB(ATTR_INDEX_LIGHTDIRECTION, 3, GL_FLOAT, 0, glState.currentVBO->stride_lightdir, BUFFER_OFFSET(glState.currentVBO->ofs_lightdir));
		glState.vertexAttribPointersSet |= ATTR_LIGHTDIRECTION;
	}

	if((attribBits & ATTR_POSITION2) && !(glState.vertexAttribPointersSet & ATTR_POSITION2))
	{
		GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION2 )\n");

		qglVertexAttribPointerARB(ATTR_INDEX_POSITION2, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + glState.vertexAttribsOldFrame * glState.currentVBO->size_xyz));
		glState.vertexAttribPointersSet |= ATTR_POSITION2;
	}

	if((attribBits & ATTR_NORMAL2) && !(glState.vertexAttribPointersSet & ATTR_NORMAL2))
	{
		GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL2 )\n");

		qglVertexAttribPointerARB(ATTR_INDEX_NORMAL2, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal));
		glState.vertexAttribPointersSet |= ATTR_NORMAL2;
	}

#ifdef USE_VERT_TANGENT_SPACE
	if((attribBits & ATTR_TANGENT2) && !(glState.vertexAttribPointersSet & ATTR_TANGENT2))
	{
		GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT2 )\n");

		qglVertexAttribPointerARB(ATTR_INDEX_TANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); // FIXME
		glState.vertexAttribPointersSet |= ATTR_TANGENT2;
	}

	if((attribBits & ATTR_BITANGENT2) && !(glState.vertexAttribPointersSet & ATTR_BITANGENT2))
	{
		GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_BITANGENT2 )\n");

		qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); // FIXME
		glState.vertexAttribPointersSet |= ATTR_BITANGENT2;
	}
#endif

}

shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
{
	shaderStage_t *pStage = tess.xstages[stage];
	int shaderAttribs = 0;

	if (tess.fogNum && pStage->adjustColorsForFog)
	{
		shaderAttribs |= GENERICDEF_USE_FOG;
	}

	if (pStage->bundle[1].image[0] && tess.shader->multitextureEnv)
	{
		shaderAttribs |= GENERICDEF_USE_LIGHTMAP;
	}

	switch (pStage->rgbGen)
	{
		case CGEN_LIGHTING_DIFFUSE:
			shaderAttribs |= GENERICDEF_USE_RGBAGEN;
			break;
		default:
			break;
	}

	switch (pStage->alphaGen)
	{
		case AGEN_LIGHTING_SPECULAR:
		case AGEN_PORTAL:
		case AGEN_FRESNEL:
			shaderAttribs |= GENERICDEF_USE_RGBAGEN;
			break;
		default:
			break;
	}

	if (pStage->bundle[0].tcGen != TCGEN_TEXTURE)
	{
		shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD;
	}

	if (tess.shader->numDeforms && !ShaderRequiresCPUDeforms(tess.shader))
	{
		shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES;
	}

	if (glState.vertexAttribsInterpolation > 0.0f && backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
	{
		shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION;
	}

	if (pStage->bundle[0].numTexMods)
	{
		shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD;
	}

	return &tr.genericShader[shaderAttribs];
}