/* -------------------------------------------------------------------------------

   Copyright (C) 1999-2007 id Software, Inc. and contributors.
   For a list of contributors, see the accompanying CONTRIBUTORS file.

   This file is part of GtkRadiant.

   GtkRadiant 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.

   GtkRadiant 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 GtkRadiant; if not, write to the Free Software
   Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

   ----------------------------------------------------------------------------------

   This code has been altered significantly from its original form, to support
   several games based on the Quake III Arena engine, in the form of "Q3Map2."

   ------------------------------------------------------------------------------- */



/* dependencies */
#include "q3map2.h"
#include "shaders.h"


static bool g_warnImage = true;

static surfaceParm_t custSurfaceParms[ 256 ];
static int numCustSurfaceParms;



/*
   ColorMod()
   routines for dealing with vertex color/alpha modification
 */

void ColorMod( const std::forward_list<colorMod_t>& colormod, const Span<bspDrawVert_t> drawVerts ){
	/* dummy check */
	if ( colormod.empty() || drawVerts.empty() ) {
		return;
	}


	/* walk vertex list */
	for ( bspDrawVert_t& dv : drawVerts )
	{
		/* walk colorMod list */
		for ( const colorMod_t& cm : colormod )
		{
			float c;
			/* default */
			Color4f mult( 1 );
			Color4f add( 0 );

			const Vector3 cm_vec3 = vector3_from_array( cm.data );
			/* switch on type */
			switch ( cm.type )
			{
			case EColorMod::ColorSet:
				mult.rgb().set( 0 );
				add.rgb() = cm_vec3 * 255.0f;
				break;

			case EColorMod::AlphaSet:
				mult.alpha() = 0;
				add.alpha() = cm.data[ 0 ] * 255.0f;
				break;

			case EColorMod::ColorScale:
				mult.rgb() = cm_vec3;
				break;

			case EColorMod::AlphaScale:
				mult.alpha() = cm.data[ 0 ];
				break;

			case EColorMod::ColorDotProduct:
				c = vector3_dot( dv.normal, cm_vec3 );
				mult.rgb().set( c );
				break;

			case EColorMod::ColorDotProductScale:
				c = vector3_dot( dv.normal, cm_vec3 );
				c = ( c - cm.data[3] ) / ( cm.data[4] - cm.data[3] );
				mult.rgb().set( c );
				break;

			case EColorMod::AlphaDotProduct:
				mult.alpha() = vector3_dot( dv.normal, cm_vec3 );
				break;

			case EColorMod::AlphaDotProductScale:
				c = vector3_dot( dv.normal, cm_vec3 );
				c = ( c - cm.data[3] ) / ( cm.data[4] - cm.data[3] );
				mult.alpha() = c;
				break;

			case EColorMod::ColorDotProduct2:
				c = vector3_dot( dv.normal, cm_vec3 );
				c *= c;
				mult.rgb().set( c );
				break;

			case EColorMod::ColorDotProduct2Scale:
				c = vector3_dot( dv.normal, cm_vec3 );
				c *= c;
				c = ( c - cm.data[3] ) / ( cm.data[4] - cm.data[3] );
				mult.rgb().set( c );
				break;

			case EColorMod::AlphaDotProduct2:
				mult.alpha() = vector3_dot( dv.normal, cm_vec3 );
				mult.alpha() *= mult.alpha();
				break;

			case EColorMod::AlphaDotProduct2Scale:
				c = vector3_dot( dv.normal, cm_vec3 );
				c *= c;
				c = ( c - cm.data[3] ) / ( cm.data[4] - cm.data[3] );
				mult.alpha() = c;
				break;

			default:
				break;
			}

			/* apply mod */
			for ( auto& color : dv.color )
			{
				color = color_to_byte( mult * static_cast<BasicVector4<byte>>( color ) + add );
			}
		}
	}
}



/*
   TCMod*()
   routines for dealing with a 3x3 texture mod matrix
 */

void TCMod( const tcMod_t& mod, Vector2& st ){
	const Vector2 old = st;

	st[ 0 ] = ( mod[ 0 ][ 0 ] * old[ 0 ] ) + ( mod[ 0 ][ 1 ] * old[ 1 ] ) + mod[ 0 ][ 2 ];
	st[ 1 ] = ( mod[ 1 ][ 0 ] * old[ 0 ] ) + ( mod[ 1 ][ 1 ] * old[ 1 ] ) + mod[ 1 ][ 2 ];
}


static void TCModIdentity( tcMod_t& mod ){
	mod[ 0 ][ 0 ] = 1;   mod[ 0 ][ 1 ] = 0;   mod[ 0 ][ 2 ] = 0;
	mod[ 1 ][ 0 ] = 0;   mod[ 1 ][ 1 ] = 1;   mod[ 1 ][ 2 ] = 0;
	mod[ 2 ][ 0 ] = 0;   mod[ 2 ][ 1 ] = 0;   mod[ 2 ][ 2 ] = 1;   /* this row is only used for multiples, not transformation */
}


static void TCModMultiply( const tcMod_t& a, const tcMod_t& b, tcMod_t& out ){
	for ( int i = 0; i < 3; ++i )
	{
		out[ i ][ 0 ] = ( a[ i ][ 0 ] * b[ 0 ][ 0 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 0 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 0 ] );
		out[ i ][ 1 ] = ( a[ i ][ 0 ] * b[ 0 ][ 1 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 1 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 1 ] );
		out[ i ][ 2 ] = ( a[ i ][ 0 ] * b[ 0 ][ 2 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 2 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 2 ] );
	}
}


static void TCModTranslate( tcMod_t& mod, float s, float t ){
	mod[ 0 ][ 2 ] += s;
	mod[ 1 ][ 2 ] += t;
}


static void TCModScale( tcMod_t& mod, float s, float t ){
	mod[ 0 ][ 0 ] *= s;
	mod[ 1 ][ 1 ] *= t;
}


static void TCModRotate( tcMod_t& mod, float euler ){
	tcMod_t old, temp;
	float radians, sinv, cosv;


	memcpy( old, mod, sizeof( tcMod_t ) );
	TCModIdentity( temp );

	radians = degrees_to_radians( euler );
	sinv = sin( radians );
	cosv = cos( radians );

	temp[ 0 ][ 0 ] = cosv;  temp[ 0 ][ 1 ] = -sinv;
	temp[ 1 ][ 0 ] = sinv;  temp[ 1 ][ 1 ] = cosv;

	TCModMultiply( old, temp, mod );
}



const surfaceParm_t         *GetSurfaceParm( const char *name ){
	/* walk the current game's surfaceparms */
	for( const surfaceParm_t& sp : g_game->surfaceParms )
		if ( striEqual( name, sp.name ) )
			return &sp;

	/* check custom info parms */
	for ( const surfaceParm_t& sp : Span( custSurfaceParms, numCustSurfaceParms ) )
		if ( striEqual( name, sp.name ) )
			return &sp;

	return nullptr;
}

/*
   ApplySurfaceParm() - ydnar
   applies a named surfaceparm to the supplied flags
 */

bool ApplySurfaceParm( const char *name, int *contentFlags, int *surfaceFlags, int *compileFlags ){
	if( const surfaceParm_t *sp = GetSurfaceParm( name ) ){
		/* clear and set flags */
		if( contentFlags != nullptr ){
			*contentFlags &= ~( sp->contentFlagsClear );
			*contentFlags |= sp->contentFlags;
		}
		if( surfaceFlags != nullptr ){
			*surfaceFlags &= ~( sp->surfaceFlagsClear );
			*surfaceFlags |= sp->surfaceFlags;
		}
		if( compileFlags != nullptr ){
			*compileFlags &= ~( sp->compileFlagsClear );
			*compileFlags |= sp->compileFlags;
		}
		/* return ok */
		return true;
	}
	/* no matching surfaceparm found */
	return false;
}



/*
   BeginMapShaderFile() - ydnar
   erases and starts a new map shader script
 */

void BeginMapShaderFile( const char *mapFile ){
	/* dummy check */
	mapName.clear();
	mapShaderFile = "";
	if ( strEmptyOrNull( mapFile ) ) {
		return;
	}

	/* extract map name */
	mapName( PathFilename( mapFile ) );

	/* append ../scripts/q3map2_<mapname>.shader */
	mapShaderFile = StringStream( PathFilenameless( mapFile ), "../", g_game->shaderPath, "/q3map2_", mapName.c_str(), ".shader" );
	Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile.c_str() );

	/* remove it */
	remove( mapShaderFile.c_str() );

	/* stop making warnings about missing images */
	g_warnImage = false;
}



/*
   WriteMapShaderFile() - ydnar
   writes a shader to the map shader script
 */

void WriteMapShaderFile(){
	/* dummy check */
	if ( mapShaderFile.empty() ) {
		return;
	}

	/* are there any custom shaders? */
	if( std::ranges::none_of( shaderInfo, &shaderInfo_t::custom ) )
		return;

	/* note it */
	Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n" );
	Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile.c_str() );

	/* ensure folder exists */
	Q_mkdir( StringStream( PathFilenameless( mapShaderFile.c_str() ) ) );

	/* open shader file */
	FILE *file = fopen( mapShaderFile.c_str(), "wt" );
	if ( file == nullptr ) {
		Sys_Warning( "Unable to open map shader file %s for writing\n", mapShaderFile.c_str() );
		return;
	}

	/* print header */
	fprintf( file,
	         "// Custom shader file for %s.bsp\n"
	         "// Generated by Q3Map2 (ydnar)\n"
	         "// Do not edit! This file is overwritten on recompiles.\n\n",
	         mapName.c_str() );

	/* walk the shader list */
	int num = 0;
	for ( const shaderInfo_t& si : shaderInfo )
	{
		if ( si.custom && !strEmptyOrNull( si.shaderText ) ) {
			num++;

			/* print it to the file */
			fprintf( file, "%s%s\n", si.shader.c_str(), si.shaderText );
			//Sys_Printf( "%s%s\n", si.shader.c_str(), si.shaderText ); /* FIXME: remove debugging code */

			Sys_FPrintf( SYS_VRB, "." );
		}
	}

	/* close the shader */
	fflush( file );
	fclose( file );

	Sys_FPrintf( SYS_VRB, "\n" );

	/* print some stats */
	Sys_Printf( "%9d custom shaders emitted\n", num );
}



/*
   CustomShader() - ydnar
   sets up a custom map shader
 */

const shaderInfo_t& CustomShader( const shaderInfo_t *si, const char *find, char *replace ){
	char shader[ MAX_QPATH ];
	byte digest[ 16 ];
	char            *srcShaderText, temp[ 8192 ], shaderText[ 8192 ];   /* ydnar: fixme (make this bigger?) */


	/* dummy check */
	if ( si == nullptr ) {
		return ShaderInfoForShader( "default" );
	}

	/* default shader text source */
	srcShaderText = si->shaderText;

	/* et: implicitMap */
	if ( si->implicitMap == EImplicitMap::Opaque ) {
		srcShaderText = temp;
		sprintf( temp, "\n"
		               "{ // Q3Map2 defaulted (implicitMap)\n"
		               "\t{\n"
		               "\t\tmap $lightmap\n"
		               "\t\trgbGen identity\n"
		               "\t}\n"
		               "\tq3map_styleMarker\n"
		               "\t{\n"
		               "\t\tmap %s.tga\n"
		               "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
		               "\t\trgbGen identity\n"
		               "\t}\n"
		               "}\n",
		         si->implicitImagePath.c_str() );
	}

	/* et: implicitMask */
	else if ( si->implicitMap == EImplicitMap::Masked ) {
		srcShaderText = temp;
		sprintf( temp, "\n"
		               "{ // Q3Map2 defaulted (implicitMask)\n"
		               "\tcull none\n"
		               "\t{\n"
		               "\t\tmap %s.tga\n"
		               "\t\talphaFunc GE128\n"
		               "\t\tdepthWrite\n"
		               "\t}\n"
		               "\t{\n"
		               "\t\tmap $lightmap\n"
		               "\t\trgbGen identity\n"
		               "\t\tdepthFunc equal\n"
		               "\t}\n"
		               "\tq3map_styleMarker\n"
		               "\t{\n"
		               "\t\tmap %s.tga\n"
		               "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
		               "\t\tdepthFunc equal\n"
		               "\t\trgbGen identity\n"
		               "\t}\n"
		               "}\n",
		         si->implicitImagePath.c_str(),
		         si->implicitImagePath.c_str() );
	}

	/* et: implicitBlend */
	else if ( si->implicitMap == EImplicitMap::Blend ) {
		srcShaderText = temp;
		sprintf( temp, "\n"
		               "{ // Q3Map2 defaulted (implicitBlend)\n"
		               "\tcull none\n"
		               "\t{\n"
		               "\t\tmap %s.tga\n"
		               "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
		               "\t}\n"
		               "\t{\n"
		               "\t\tmap $lightmap\n"
		               "\t\trgbGen identity\n"
		               "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
		               "\t}\n"
		               "\tq3map_styleMarker\n"
		               "}\n",
		         si->implicitImagePath.c_str() );
	}

	/* default shader text */
	else if ( srcShaderText == nullptr ) {
		srcShaderText = temp;
		sprintf( temp, "\n"
		               "{ // Q3Map2 defaulted\n"
		               "\t{\n"
		               "\t\tmap $lightmap\n"
		               "\t\trgbGen identity\n"
		               "\t}\n"
		               "\tq3map_styleMarker\n"
		               "\t{\n"
		               "\t\tmap %s.tga\n"
		               "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
		               "\t\trgbGen identity\n"
		               "\t}\n"
		               "}\n",
		         si->shader.c_str() );
	}

	/* error check */
	if ( ( strlen( mapName ) + 1 + 32 ) >= MAX_QPATH ) {
		Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH - 1 );
	}

	/* do some bad find-replace */
	if ( const char *found = strIstr( srcShaderText, find ) ) {
		/* substitute 'find' with 'replace' */
		const int loc = found - srcShaderText;
		strcpy( shaderText, srcShaderText );
		shaderText[ loc ] = '\0';
		strcat( shaderText, replace );
		strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
	}
	else
	{
		//%	strcpy( shaderText, srcShaderText );
		return *si;  /* testing just using the existing shader if this fails */
	}

	/* make md4 hash of the shader text */
	Com_BlockFullChecksum( shaderText, strlen( shaderText ), digest );

	/* mangle hash into a shader name */
	sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName.c_str(),
	         digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
	         digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );

	/* get shader */
	shaderInfo_t& csi = ShaderInfoForShader( shader );

	/* might be a preexisting shader */
	if ( csi.custom ) {
		return csi;
	}

	/* clone the existing shader data */
	csi.copyData( *si );
	csi.custom = true;

	/* store new shader text */
	csi.shaderText = copystring( shaderText );  /* LEAK! */

	/* return it */
	return csi;
}



/*
   EmitVertexRemapShader()
   adds a vertexremapshader key/value pair to worldspawn
 */

void EmitVertexRemapShader( char *from, char *to ){
	byte digest[ 16 ];
	char key[ 64 ], value[ 256 ];


	/* dummy check */
	if ( strEmptyOrNull( from ) || strEmptyOrNull( to ) ) {
		return;
	}

	/* build value */
	sprintf( value, "%s;%s", from, to );

	/* make md4 hash */
	Com_BlockFullChecksum( value, strlen( value ), digest );

	/* make key (this is annoying, as vertexremapshader is precisely 17 characters,
	   which is one too long, so we leave off the last byte of the md5 digest) */
	sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
	         digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
	         digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */

	/* add key/value pair to worldspawn */
	entities[ 0 ].setKeyValue( key, value );
}



/*
   AllocShaderInfo()
   allocates and initializes a new shader
 */

static shaderInfo_t& AllocShaderInfo( const char *shaderName ){
	shaderInfo_t& si = *shaderInfo.emplace_back( shaderName );

	/* ydnar: clear to 0 first */
	// new( si ) shaderInfo_t{}; // placement new

	/* set defaults */
	ApplySurfaceParm( "default", &si.contentFlags, &si.surfaceFlags, &si.compileFlags );

	si.backsplashFraction = DEF_BACKSPLASH_FRACTION * g_backsplashFractionScale;
	si.backsplashDistance = g_backsplashDistance < -900.0f ? DEF_BACKSPLASH_DISTANCE : g_backsplashDistance;

	si.bounceScale = DEF_RADIOSITY_BOUNCE;

	si.lightStyle = LS_NORMAL;

	si.polygonOffset = false;

	si.shadeAngleDegrees = 0;
	si.lightmapSampleSize = 0;
	si.lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
	si.patchShadows = false;
	si.vertexShadows = true;  /* ydnar: changed default behavior */
	si.forceSunlight = false;
	si.lmBrightness = lightmapBrightness;
	si.vertexScale = g_vertexScale;
	si.notjunc = false;

	/* ydnar: set texture coordinate transform matrix to identity */
	TCModIdentity( si.mod );

	/* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
	si.lmCustomWidth = lmCustomSizeW;
	si.lmCustomHeight = lmCustomSizeH;

	/* return to sender */
	return si;
}



/*
   FinishShader() - ydnar
   sets a shader's width and height among other things
 */

static void FinishShader( shaderInfo_t& si ){
	int x, y;
	Vector2 st;


	/* don't double-dip */
	if ( si.finished ) {
		return;
	}

	/* if they're explicitly set, copy from image size */
	if ( si.shaderWidth == 0 && si.shaderHeight == 0 ) {
		si.shaderWidth = si.shaderImage->width;
		si.shaderHeight = si.shaderImage->height;
	}

	/* legacy terrain has explicit image-sized texture projection */
	if ( si.legacyTerrain && !si.tcGen ) {
		/* set xy texture projection */
		si.tcGen = true;
		si.vecs[ 0 ] = { ( 1.0f / ( si.shaderWidth * 0.5f ) ), 0, 0 };
		si.vecs[ 1 ] = { 0, ( 1.0f / ( si.shaderHeight * 0.5f ) ), 0 };
	}

	/* find pixel coordinates best matching the average color of the image */
	float bestDist = 99999999.f;
	const Vector2 o( 1.0f / si.shaderImage->width, 1.0f / si.shaderImage->height );
	for ( y = 0, st[ 1 ] = 0; y < si.shaderImage->height; ++y, st[ 1 ] += o[ 1 ] )
	{
		for ( x = 0, st[ 0 ] = 0; x < si.shaderImage->width; ++x, st[ 0 ] += o[ 0 ] )
		{
			/* sample the shader image */
			Color4f color;
			RadSampleImage( si.shaderImage->pixels, si.shaderImage->width, si.shaderImage->height, st, color );

			/* determine error squared */
			const Color4f delta = color - si.averageColor;
			const float dist = vector4_dot( delta, delta );
			if ( dist < bestDist ) {
				si.stFlat = st;
			}
		}
	}

	if( g_noob && !( si.compileFlags & C_OB ) ){
		ApplySurfaceParm( "noob", nullptr, &si.surfaceFlags, nullptr );
	}
	si.surfaceFlags |= g_globalSurfaceFlags;

	/* set to finished */
	si.finished = true;
}



/*
   LoadShaderImages()
   loads a shader's images
   ydnar: image.c made this a bit simpler
 */

static void LoadShaderImages( shaderInfo_t& si ){

	/* nodraw shaders don't need images */
	if ( si.compileFlags & C_NODRAW ) {
		si.shaderImage = ImageLoad( DEFAULT_IMAGE );
	}
	else
	{
		/* try to load editor image first */
		si.shaderImage = ImageLoad( si.editorImagePath );

		/* then try shadername */
		if ( si.shaderImage == nullptr ) {
			si.shaderImage = ImageLoad( si.shader );
		}

		/* then try implicit image path (note: new behavior!) */
		if ( si.shaderImage == nullptr ) {
			si.shaderImage = ImageLoad( si.implicitImagePath );
		}

		/* then try lightimage (note: new behavior!) */
		if ( si.shaderImage == nullptr ) {
			si.shaderImage = ImageLoad( si.lightImagePath );
		}

		/* otherwise, use default image */
		if ( si.shaderImage == nullptr ) {
			si.shaderImage = ImageLoad( DEFAULT_IMAGE );
			if ( g_warnImage && !strEqual( si.shader, "noshader" ) ) {
				Sys_Warning( "Couldn't find image for shader %s\n", si.shader.c_str() );
			}
		}

		/* load light image */
		si.lightImage = ImageLoad( si.lightImagePath );

		/* load normalmap image (ok if this is NULL) */
		si.normalImage = ImageLoad( si.normalImagePath );
		if ( si.normalImage != nullptr ) {
			Sys_FPrintf( SYS_VRB, "Shader %s has\n"
			                      "    NM %s\n", si.shader.c_str(), si.normalImagePath.c_str() );
		}
	}

	/* if no light image, reuse shader image */
	if ( si.lightImage == nullptr ) {
		si.lightImage = si.shaderImage;
	}

	/* create default and average colors */
	const int count = si.lightImage->width * si.lightImage->height;
	Color4f color( 0 );
	for ( int i = 0; i < count; ++i )
	{
		color[ 0 ] += si.lightImage->pixels[ i * 4 + 0 ];
		color[ 1 ] += si.lightImage->pixels[ i * 4 + 1 ];
		color[ 2 ] += si.lightImage->pixels[ i * 4 + 2 ];
		color[ 3 ] += si.lightImage->pixels[ i * 4 + 3 ];
	}

	if ( vector3_length( si.color ) == 0 ) {
		si.color = color.rgb();
		ColorNormalize( si.color );
		si.averageColor = color / count;
	}
	else
	{
		si.averageColor.rgb() = si.color;
		si.averageColor.alpha() = 1;
	}
}



/*
   ShaderInfoForShader()
   finds a shaderinfo for a named shader
 */

#define MAX_SHADER_DEPRECATION_DEPTH 16

shaderInfo_t *ShaderInfoForShaderNull( const char *shaderName ){
	if ( strEqual( shaderName, "noshader" ) ) {
		return nullptr;
	}
	return &ShaderInfoForShader( shaderName );
}

shaderInfo_t& ShaderInfoForShader( const char *shaderName ){
	/* dummy check */
	if ( strEmptyOrNull( shaderName ) ) {
		Sys_Warning( "Null or empty shader name\n" );
		shaderName = "missing";
	}

	/* strip off extension */
	String64 shader( PathExtensionless( shaderName ) );

	/* search for it */
	int deprecationDepth = 0;

	while( true )
	{
		auto si = shaderInfo.find_first( shader );
		if ( si != shaderInfo.end() ) {
			/* check if shader is deprecated */
			if ( deprecationDepth < MAX_SHADER_DEPRECATION_DEPTH && !strEmptyOrNull( si->deprecateShader ) ) {
				/* override name */
				shader( PathExtensionless( si->deprecateShader ) );
				if ( ++deprecationDepth == MAX_SHADER_DEPRECATION_DEPTH ) {
					Sys_Warning( "Max deprecation depth of %i is reached on shader '%s'\n", MAX_SHADER_DEPRECATION_DEPTH, shader.c_str() );
				}
				/* search again from beginning */
				continue;
			}

			/* load image if necessary */
			if ( !si->finished ) {
				LoadShaderImages( *si );
				FinishShader( *si );
			}

			/* return it */
			return *si;
		}
		break;
	}

	/* allocate a default shader */
	shaderInfo_t& si = AllocShaderInfo( shader );
	LoadShaderImages( si );
	FinishShader( si );

	/* return it */
	return si;
}



static void Parse1DMatrixAppend( ShaderTextCollector& text, int x, float *m ){

	if ( !text.GetToken( true ) || !strEqual( token, "(" ) ) {
		Error( "Parse1DMatrixAppend(): line %d: ( not found!\nFile location be: %s\n", scriptline, g_loadedScriptLocation.c_str() );
	}
	for ( int i = 0; i < x; ++i )
	{
		if ( !text.GetToken( false ) ) {
			Error( "Parse1DMatrixAppend(): line %d: Number not found!\nFile location be: %s\n", scriptline, g_loadedScriptLocation.c_str() );
		}
		m[ i ] = atof( token );
	}
	if ( !text.GetToken( true ) || !strEqual( token, ")" ) ) {
		Error( "Parse1DMatrixAppend(): line %d: ) not found!\nFile location be: %s\n", scriptline, g_loadedScriptLocation.c_str() );
	}
}



/*
   ParseShaderFile()
   parses a shader file into discrete shaderInfo_t
 */

static void ParseShaderFile( const char *filename ){
	ShaderTextCollector text;

	/* load the shader */
	LoadScriptFile( filename );

	/* tokenize it */
	while ( GetToken( true ) ) /* test for end of file */
	{
		/* shader name is initial token */
		/* ignore ":q3map" suffix */
		const bool isQ3mapOnlyShader = striEqualSuffix( token, ":q3map" );
		if( isQ3mapOnlyShader )
			strClear( token + strlen( token ) - strlen( ":q3map" ) );

		shaderInfo_t& si = AllocShaderInfo( token );

		/* handle { } section */
		if ( !( text.GetToken( true ) && strEqual( token, "{" ) ) ) {
			Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s\nFile location be: %s\n",
			       filename, scriptline, token, si.shader.c_str(), g_loadedScriptLocation.c_str() );
		}

		while ( text.GetToken( true ) && !strEqual( token, "}" ) )
		{
			/* -----------------------------------------------------------------
			   shader stages (passes)
			   ----------------------------------------------------------------- */

			/* parse stage directives */
			if ( strEqual( token, "{" ) ) {
				si.hasPasses = true;
				while ( text.GetToken( true ) && !strEqual( token, "}" ) )
				{
					/* only care about images if we don't have a editor/light image */
					if ( si.editorImagePath.empty() && si.lightImagePath.empty() && si.implicitImagePath.empty() ) {
						/* digest any images */
						if ( striEqual( token, "map" ) ||
						     striEqual( token, "clampMap" ) ||
						     striEqual( token, "animMap" ) ||
						     striEqual( token, "clampAnimMap" ) ||
						     striEqual( token, "mapComp" ) ||
						     striEqual( token, "mapNoComp" ) ) {
							/* skip one token for animated stages */
							if ( striEqual( token, "animMap" ) || striEqual( token, "clampAnimMap" ) ) {
								text.GetToken( false );
							}

							/* get an image */
							text.GetToken( false );
							if ( token[ 0 ] != '*' && token[ 0 ] != '$' ) {
								si.lightImagePath( PathExtensionless( token ) );

								/* debug code */
								//%	Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si.lightImagePath );
							}
						}
					}
				}
			}


			/* -----------------------------------------------------------------
			   surfaceparm * directives
			   ----------------------------------------------------------------- */

			/* match surfaceparm */
			else if ( striEqual( token, "surfaceparm" ) ) {
				text.GetToken( false );
				if ( !ApplySurfaceParm( token, &si.contentFlags, &si.surfaceFlags, &si.compileFlags ) ) {
					Sys_Warning( "Unknown surfaceparm: \"%s\"\n", token );
				}
			}


			/* -----------------------------------------------------------------
			   game-related shader directives
			   ----------------------------------------------------------------- */

			/* ydnar: fogparms (for determining fog volumes) */
			else if ( striEqual( token, "fogparms" ) ) {
				si.fogParms = true;
			}

			/* ydnar: polygonoffset (for no culling) */
			else if ( striEqual( token, "polygonoffset" ) ) {
				si.polygonOffset = true;
			}

			/* tesssize is used to force liquid surfaces to subdivide */
			else if ( striEqual( token, "tessSize" ) || striEqual( token, "q3map_tessSize" ) /* sof2 */ ) {
				text.GetToken( false );
				si.subdivisions = atof( token );
			}

			/* cull none will set twoSided (ydnar: added disable too) */
			else if ( striEqual( token, "cull" ) ) {
				text.GetToken( false );
				if ( striEqual( token, "none" ) || striEqual( token, "disable" ) || striEqual( token, "twosided" ) ) {
					si.twoSided = true;
				}
			}

			/* deformVertexes autosprite[ 2 ]
			   we catch this so autosprited surfaces become point
			   lights instead of area lights */
			else if ( striEqual( token, "deformVertexes" ) ) {
				text.GetToken( false );

				/* deformVertexes autosprite(2) */
				if ( striEqualPrefix( token, "autosprite" ) ) {
					/* set it as autosprite and detail */
					si.autosprite = true;
					ApplySurfaceParm( "detail", &si.contentFlags, &si.surfaceFlags, &si.compileFlags );

					/* ydnar: gs mods: added these useful things */
					si.noClip = true;
					si.notjunc = true;
				}

				/* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
				if ( striEqual( token, "move" ) ) {
					Vector3 amt;
					float base, amp;


					/* get move amount */
					text.GetToken( false );   amt[ 0 ] = atof( token );
					text.GetToken( false );   amt[ 1 ] = atof( token );
					text.GetToken( false );   amt[ 2 ] = atof( token );

					/* skip func */
					text.GetToken( false );

					/* get base and amplitude */
					text.GetToken( false );   base = atof( token );
					text.GetToken( false );   amp = atof( token );

					/* calculate */
					si.minmax.mins = amt * base;
					si.minmax.maxs = amt * amp + si.minmax.mins;
				}
			}

			/* light <value> (old-style flare specification) */
			else if ( striEqual( token, "light" ) ) {
				text.GetToken( false );
				si.flareShader = g_game->flareShader;
			}

			/* ydnar: damageShader <shader> <health> (sof2 mods) */
			else if ( striEqual( token, "damageShader" ) ) {
				text.GetToken( false );
				if ( !strEmpty( token ) ) {
					si.damageShader = copystring( token );
				}
				text.GetToken( false );   /* don't do anything with health */
			}

			/* ydnar: enemy territory implicit shaders */
			else if ( striEqual( token, "implicitMap" ) ) {
				si.implicitMap = EImplicitMap::Opaque;
				text.GetToken( false );
				if ( strEqual( token, "-" ) ) {
					si.implicitImagePath = si.shader;
				}
				else{
					si.implicitImagePath( PathExtensionless( token ) );
				}
			}

			else if ( striEqual( token, "implicitMask" ) ) {
				si.implicitMap = EImplicitMap::Masked;
				text.GetToken( false );
				if ( strEqual( token, "-" ) ) {
					si.implicitImagePath = si.shader;
				}
				else{
					si.implicitImagePath( PathExtensionless( token ) );
				}
			}

			else if ( striEqual( token, "implicitBlend" ) ) {
				si.implicitMap = EImplicitMap::Blend;
				text.GetToken( false );
				if ( strEqual( token, "-" ) ) {
					si.implicitImagePath = si.shader;
				}
				else{
					si.implicitImagePath( PathExtensionless( token ) );
				}
			}


			/* -----------------------------------------------------------------
			   image directives
			   ----------------------------------------------------------------- */

			/* qer_editorimage <image> */
			else if ( striEqual( token, "qer_editorImage" ) ) {
				text.GetToken( false );
				si.editorImagePath( PathExtensionless( token ) );
			}

			/* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
			else if ( striEqual( token, "q3map_normalImage" ) ) {
				text.GetToken( false );
				si.normalImagePath( PathExtensionless( token ) );
			}

			/* q3map_lightimage <image> */
			else if ( striEqual( token, "q3map_lightImage" ) ) {
				text.GetToken( false );
				si.lightImagePath( PathExtensionless( token ) );
			}

			/* ydnar: skyparms <outer image> <cloud height> <inner image> */
			else if ( striEqual( token, "skyParms" ) ) {
				/* get image base */
				text.GetToken( false );

				/* ignore bogus paths */
				if ( !strEqual( token, "-" ) && !striEqual( token, "full" ) ) {
					si.skyParmsImageBase = token;

					/* use top image as sky light image */
					if ( si.lightImagePath.empty() ) {
						si.lightImagePath( si.skyParmsImageBase, "_up" );
					}
				}

				/* skip rest of line */
				text.GetToken( false );
				text.GetToken( false );
			}

			/* -----------------------------------------------------------------
			   q3map_* directives
			   ----------------------------------------------------------------- */

			/* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
			   color will be normalized, so it doesn't matter what range you use
			   intensity falls off with angle but not distance 100 is a fairly bright sun
			   degree of 0 = from the east, 90 = north, etc.  altitude of 0 = sunrise/set, 90 = noon
			   ydnar: sof2map has bareword 'sun' token, so we support that as well */
			else if ( striEqual( token, "sun" ) /* sof2 */ || striEqual( token, "q3map_sun" ) || striEqual( token, "q3map_sunExt" ) ) {
				sun_t& sun = si.suns.emplace_back();
				/* ydnar: extended sun directive? */
				const bool ext = striEqual( token, "q3map_sunext" );

				/* set style */
				sun.style = si.lightStyle;

				/* get color */
				text.GetToken( false );
				sun.color[ 0 ] = atof( token );
				text.GetToken( false );
				sun.color[ 1 ] = atof( token );
				text.GetToken( false );
				sun.color[ 2 ] = atof( token );

				ColorFromSRGB( sun.color );

				/* normalize it */
				ColorNormalize( sun.color );

				/* scale color by brightness */
				text.GetToken( false );
				sun.photons = atof( token );

				/* get sun angle/elevation */
				text.GetToken( false );
				const double a = degrees_to_radians( atof( token ) );

				text.GetToken( false );
				const double b = degrees_to_radians( atof( token ) );

				sun.direction = vector3_for_spherical( a, b );

				/* get filter radius from shader */
				sun.filterRadius = si.lightFilterRadius;

				/* ydnar: get sun angular deviance/samples */
				if ( ext && TokenAvailable() ) {
					text.GetToken( false );
					sun.deviance = degrees_to_radians( atof( token ) );

					text.GetToken( false );
					sun.numSamples = atoi( token );
				}

				/* apply sky surfaceparm, this is required by ELightType::Sun to work */
				ApplySurfaceParm( "sky", &si.contentFlags, &si.surfaceFlags, &si.compileFlags );

				/* don't process any more tokens on this line */
				continue;
			}

			/* match q3map_ */
			else if ( striEqualPrefix( token, "q3map_" ) ) {
				/* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
				if ( striEqual( token, "q3map_baseShader" ) ) {
					/* get shader */
					text.GetToken( false );
					//%	Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si.shader, token );
					const bool oldWarnImage = std::exchange( g_warnImage, false );
					shaderInfo_t& si2 = ShaderInfoForShader( token );
					g_warnImage = oldWarnImage;

					/* subclass it */
					/* copy shader data */
					si.copyData( si2 );

					/* set to unfinished */
					si.shaderWidth = 0;
					si.shaderHeight = 0;
					si.finished = false;
				}

				/* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
				else if ( striEqual( token, "q3map_surfacemodel" ) ) {
					/* allocate new model and attach it */
					surfaceModel_t& model = si.surfaceModels.emplace_front();

					/* get parameters */
					text.GetToken( false );
					model.model = token;

					text.GetToken( false );
					model.density = atof( token );
					text.GetToken( false );
					model.odds = atof( token );

					text.GetToken( false );
					model.minScale = atof( token );
					text.GetToken( false );
					model.maxScale = atof( token );

					text.GetToken( false );
					model.minAngle = atof( token );
					text.GetToken( false );
					model.maxAngle = atof( token );

					text.GetToken( false );
					model.oriented = ( token[ 0 ] == '1' );
				}

				/* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
				else if ( striEqual( token, "q3map_foliage" ) ) {
					/* allocate new foliage struct and attach it */
					foliage_t& foliage = si.foliage.emplace_front();

					/* get parameters */
					text.GetToken( false );
					foliage.model = token;

					text.GetToken( false );
					foliage.scale = atof( token );
					text.GetToken( false );
					foliage.density = atof( token );
					text.GetToken( false );
					foliage.odds = atof( token );
					text.GetToken( false );
					foliage.inverseAlpha = atoi( token );
				}

				/* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
				else if ( striEqual( token, "q3map_bounce" ) || striEqual( token, "q3map_bounceScale" ) ) {
					text.GetToken( false );
					si.bounceScale = atof( token );
				}

				/* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
				else if ( striEqual( token, "q3map_skyLight" )  ) {
					skylight_t& skylight = si.skylights.emplace_back();
					text.GetToken( false );
					skylight.value = std::max( atof( token ), 0.0 );
					text.GetToken( false );
					skylight.iterations = std::max( atoi( token ), 2 );

					/* apply sky surfaceparm, this is required by ELightType::Sun to work */
					ApplySurfaceParm( "sky", &si.contentFlags, &si.surfaceFlags, &si.compileFlags );

					/* read optional extension: horizon_min horizon_max sample_color*/
					if( TokenAvailable() ){
						text.GetToken( false );
						skylight.horizon_min = std::clamp( atoi( token ), -90, 90 );
					}
					else{
						continue; // avoid two sequential TokenAvailable()
					}
					if( TokenAvailable() ){
						text.GetToken( false );
						skylight.horizon_max = std::clamp( atoi( token ), -90, 90 );
					}
					else{
						continue; // avoid two sequential TokenAvailable()
					}
					if( TokenAvailable() ){
						text.GetToken( false );
						skylight.sample_color = atoi( token ) != 0;
					}
					else{
						continue; // avoid two sequential TokenAvailable()
					}
				}

				/* q3map_surfacelight <value> */
				else if ( striEqual( token, "q3map_surfacelight" )  ) {
					text.GetToken( false );
					si.value = atof( token );
				}

				/* q3map_lightStyle (sof2/jk2 lightstyle) */
				else if ( striEqual( token, "q3map_lightStyle" ) ) {
					text.GetToken( false );
					si.lightStyle = std::clamp( atoi( token ), LS_NORMAL, LS_NONE );
				}

				/* wolf: q3map_lightRGB <red> <green> <blue> */
				else if ( striEqual( token, "q3map_lightRGB" ) ) {
					si.color.set( 0 );
					text.GetToken( false );
					si.color[ 0 ] = atof( token );
					text.GetToken( false );
					si.color[ 1 ] = atof( token );
					text.GetToken( false );
					si.color[ 2 ] = atof( token );
					ColorFromSRGB( si.color );
					ColorNormalize( si.color );
				}

				/* q3map_lightSubdivide <value> */
				else if ( striEqual( token, "q3map_lightSubdivide" )  ) {
					text.GetToken( false );
					si.lightSubdivide = atoi( token );
				}

				/* q3map_backsplash <percent> <distance> */
				else if ( striEqual( token, "q3map_backsplash" ) ) {
					text.GetToken( false );
					si.backsplashFraction = atof( token ) * 0.01f;
					text.GetToken( false );
					si.backsplashDistance = atof( token );
				}

				/* q3map_floodLight <r> <g> <b> <distance> <intensity> <light_direction_power> */
				else if ( striEqual( token, "q3map_floodLight" ) ) {
					/* get color */
					text.GetToken( false );
					si.floodlightRGB[ 0 ] = atof( token );
					text.GetToken( false );
					si.floodlightRGB[ 1 ] = atof( token );
					text.GetToken( false );
					si.floodlightRGB[ 2 ] = atof( token );
					text.GetToken( false );
					si.floodlightDistance = atof( token );
					text.GetToken( false );
					si.floodlightIntensity = atof( token );
					text.GetToken( false );
					si.floodlightDirectionScale = atof( token );
					ColorFromSRGB( si.floodlightRGB );
					ColorNormalize( si.floodlightRGB );
				}

				/* jal: q3map_nodirty : skip dirty */
				else if ( striEqual( token, "q3map_nodirty" ) ) {
					si.noDirty = true;
				}

				/* q3map_lightmapSampleSize <value> */
				else if ( striEqual( token, "q3map_lightmapSampleSize" ) ) {
					text.GetToken( false );
					si.lightmapSampleSize = atoi( token );
				}

				/* q3map_lightmapSampleOffset <value> */
				else if ( striEqual( token, "q3map_lightmapSampleOffset" ) ) {
					text.GetToken( false );
					si.lightmapSampleOffset = atof( token );
				}

				/* ydnar: q3map_lightmapFilterRadius <self> <other> */
				else if ( striEqual( token, "q3map_lightmapFilterRadius" ) ) {
					text.GetToken( false );
					si.lmFilterRadius = atof( token );
					text.GetToken( false );
					si.lightFilterRadius = atof( token );
				}

				/* ydnar: q3map_lightmapAxis [xyz] */
				else if ( striEqual( token, "q3map_lightmapAxis" ) ) {
					text.GetToken( false );
					if ( striEqual( token, "x" ) ) {
						si.lightmapAxis = g_vector3_axis_x;
					}
					else if ( striEqual( token, "y" ) ) {
						si.lightmapAxis = g_vector3_axis_y;
					}
					else if ( striEqual( token, "z" ) ) {
						si.lightmapAxis = g_vector3_axis_z;
					}
					else
					{
						Sys_Warning( "Unknown value for lightmap axis: %s\n", token );
						si.lightmapAxis.set( 0 );
					}
				}

				/* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
				else if ( striEqual( token, "q3map_lightmapSize" ) ) {
					text.GetToken( false );
					si.lmCustomWidth = atoi( token );
					text.GetToken( false );
					si.lmCustomHeight = atoi( token );

					/* must be a power of 2 */
					if ( ( ( si.lmCustomWidth - 1 ) & si.lmCustomWidth ) ||
					     ( ( si.lmCustomHeight - 1 ) & si.lmCustomHeight ) ) {
						Sys_Warning( "Non power-of-two lightmap size specified (%d, %d)\n",
						             si.lmCustomWidth, si.lmCustomHeight );
						si.lmCustomWidth = lmCustomSizeW;
						si.lmCustomHeight = lmCustomSizeH;
					}
				}

				/* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
				else if ( striEqual( token, "q3map_lightmapBrightness" ) || striEqual( token, "q3map_lightmapGamma" ) ) {
					text.GetToken( false );
					si.lmBrightness *= atof( token );
					if ( si.lmBrightness < 0 ) {
						si.lmBrightness = 1;
					}
				}

				/* q3map_vertexScale (scale vertex lighting by this fraction) */
				else if ( striEqual( token, "q3map_vertexScale" ) ) {
					text.GetToken( false );
					si.vertexScale *= atof( token );
				}

				/* q3map_noVertexLight */
				else if ( striEqual( token, "q3map_noVertexLight" ) ) {
					si.noVertexLight = true;
				}

				/* q3map_flare[Shader] <shader> */
				else if ( striEqual( token, "q3map_flare" ) || striEqual( token, "q3map_flareShader" ) ) {
					text.GetToken( false );
					if ( !strEmpty( token ) ) {
						si.flareShader = copystring( token );
					}
				}

				/* q3map_backShader <shader> */
				else if ( striEqual( token, "q3map_backShader" ) ) {
					text.GetToken( false );
					if ( !strEmpty( token ) ) {
						si.backShader = copystring( token );
					}
				}

				/* ydnar: q3map_cloneShader <shader> */
				else if ( striEqual( token, "q3map_cloneShader" ) ) {
					text.GetToken( false );
					if ( !strEmpty( token ) ) {
						si.cloneShader = copystring( token );
					}
				}

				/* q3map_remapShader <shader> */
				else if ( striEqual( token, "q3map_remapShader" ) ) {
					text.GetToken( false );
					if ( !strEmpty( token ) ) {
						si.remapShader = copystring( token );
					}
				}

				/* q3map_deprecateShader <shader> */
				else if ( striEqual( token, "q3map_deprecateShader" ) ) {
					text.GetToken( false );
					if ( !strEmpty( token ) ) {
						si.deprecateShader = copystring( token );
					}
				}

				/* ydnar: q3map_offset <value> */
				else if ( striEqual( token, "q3map_offset" ) ) {
					text.GetToken( false );
					si.offset = atof( token );
				}

				/* ydnar: q3map_fur <numlayers> <offset> <fade> */
				else if ( striEqual( token, "q3map_fur" ) ) {
					text.GetToken( false );
					si.furNumLayers = atoi( token );
					text.GetToken( false );
					si.furOffset = atof( token );
					text.GetToken( false );
					si.furFade = atof( token );
				}

				/* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
				else if ( striEqual( token, "q3map_terrain" ) ) {
					/* team arena terrain is assumed to be nonplanar, with full normal averaging,
					   passed through the metatriangle surface pipeline, with a lightmap axis on z */
					si.legacyTerrain = true;
					si.noClip = true;
					si.notjunc = true;
					si.indexed = true;
					si.nonplanar = true;
					si.forceMeta = true;
					si.shadeAngleDegrees = 179.0f;
					//%	si.lightmapAxis = g_vector3_axis_z;	/* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
				}

				/* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
				else if ( striEqual( token, "q3map_forceMeta" ) ) {
					si.forceMeta = true;
				}

				/* ydnar: gs mods: q3map_shadeAngle <degrees> */
				else if ( striEqual( token, "q3map_shadeAngle" ) ) {
					text.GetToken( false );
					si.shadeAngleDegrees = atof( token );
				}

				/* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
				else if ( striEqual( token, "q3map_textureSize" ) ) {
					text.GetToken( false );
					si.shaderWidth = atoi( token );
					text.GetToken( false );
					si.shaderHeight = atoi( token );
				}

				/* ydnar: gs mods: q3map_tcGen <style> <parameters> */
				else if ( striEqual( token, "q3map_tcGen" ) ) {
					si.tcGen = true;
					text.GetToken( false );

					/* q3map_tcGen vector <s vector> <t vector> */
					if ( striEqual( token, "vector" ) ) {
						Parse1DMatrixAppend( text, 3, si.vecs[ 0 ].data() );
						Parse1DMatrixAppend( text, 3, si.vecs[ 1 ].data() );
					}

					/* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
					else if ( striEqual( token, "ivector" ) ) {
						Parse1DMatrixAppend( text, 3, si.vecs[ 0 ].data() );
						Parse1DMatrixAppend( text, 3, si.vecs[ 1 ].data() );
						for ( size_t i = 0; i < 3; ++i )
						{
							si.vecs[ 0 ][ i ] = si.vecs[ 0 ][ i ] ? 1.0 / si.vecs[ 0 ][ i ] : 0;
							si.vecs[ 1 ][ i ] = si.vecs[ 1 ][ i ] ? 1.0 / si.vecs[ 1 ][ i ] : 0;
						}
					}
					else
					{
						Sys_Warning( "Unknown q3map_tcGen method: %s\n", token );
						si.vecs[ 0 ].set( 0 );
						si.vecs[ 1 ].set( 0 );
					}
				}

				/* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
				else if ( striEqual( token, "q3map_colorGen" ) || striEqual( token, "q3map_colorMod" ) ||
				          striEqual( token, "q3map_rgbGen" ) || striEqual( token, "q3map_rgbMod" ) ||
				          striEqual( token, "q3map_alphaGen" ) || striEqual( token, "q3map_alphaMod" ) ) {
					/* alphamods are colormod + 1 */
					const bool alpha = striEqual( token, "q3map_alphaGen" ) || striEqual( token, "q3map_alphaMod" );

					/* allocate new colormod */
					auto cm = si.colorMod.before_begin();
					while( std::next( cm ) != si.colorMod.end() ) ++cm;
					cm = si.colorMod.emplace_after( cm );

					/* get type */
					text.GetToken( false );

					/* alpha set|const A */
					if ( alpha && ( striEqual( token, "set" ) || striEqual( token, "const" ) ) ) {
						cm->type = EColorMod::AlphaSet;
						text.GetToken( false );
						cm->data[ 0 ] = atof( token );
					}

					/* color|rgb set|const ( X Y Z ) */
					else if ( striEqual( token, "set" ) || striEqual( token, "const" ) ) {
						cm->type = EColorMod::ColorSet;
						Parse1DMatrixAppend( text, 3, cm->data );
						if ( colorsRGB ) {
							cm->data[0] = Image_LinearFloatFromsRGBFloat( cm->data[0] );
							cm->data[1] = Image_LinearFloatFromsRGBFloat( cm->data[1] );
							cm->data[2] = Image_LinearFloatFromsRGBFloat( cm->data[2] );
						}
					}

					/* alpha scale A */
					else if ( alpha && striEqual( token, "scale" ) ) {
						cm->type = EColorMod::AlphaScale;
						text.GetToken( false );
						cm->data[ 0 ] = atof( token );
					}

					/* color|rgb scale ( X Y Z ) */
					else if ( striEqual( token, "scale" ) ) {
						cm->type = EColorMod::ColorScale;
						Parse1DMatrixAppend( text, 3, cm->data );
					}

					/* dotProduct ( X Y Z ) */
					else if ( striEqual( token, "dotProduct" ) ) {
						cm->type = alpha? EColorMod::AlphaDotProduct : EColorMod::ColorDotProduct;
						Parse1DMatrixAppend( text, 3, cm->data );
					}

					/* dotProductScale ( X Y Z MIN MAX ) */
					else if ( striEqual( token, "dotProductScale" ) ) {
						cm->type = alpha? EColorMod::AlphaDotProductScale : EColorMod::ColorDotProductScale;
						Parse1DMatrixAppend( text, 5, cm->data );
					}

					/* dotProduct2 ( X Y Z ) */
					else if ( striEqual( token, "dotProduct2" ) ) {
						cm->type = alpha? EColorMod::AlphaDotProduct2 : EColorMod::ColorDotProduct2;
						Parse1DMatrixAppend( text, 3, cm->data );
					}

					/* dotProduct2scale ( X Y Z MIN MAX ) */
					else if ( striEqual( token, "dotProduct2scale" ) ) {
						cm->type = alpha? EColorMod::AlphaDotProduct2Scale : EColorMod::ColorDotProduct2Scale;
						Parse1DMatrixAppend( text, 5, cm->data );
					}

					/* volume */
					else if ( striEqual( token, "volume" ) ) {
						/* special stub mode for flagging volume brushes */
						cm->type = EColorMod::Volume;
					}

					/* unknown */
					else{
						Sys_Warning( "Unknown colorMod method: %s\n", token );
					}
				}

				/* ydnar: gs mods: q3map_tcMod <style> <parameters> */
				else if ( striEqual( token, "q3map_tcMod" ) ) {
					float a, b;


					text.GetToken( false );

					/* q3map_tcMod [translate | shift | offset] <s> <t> */
					if ( striEqual( token, "translate" ) || striEqual( token, "shift" ) || striEqual( token, "offset" ) ) {
						text.GetToken( false );
						a = atof( token );
						text.GetToken( false );
						b = atof( token );

						TCModTranslate( si.mod, a, b );
					}

					/* q3map_tcMod scale <s> <t> */
					else if ( striEqual( token, "scale" ) ) {
						text.GetToken( false );
						a = atof( token );
						text.GetToken( false );
						b = atof( token );

						TCModScale( si.mod, a, b );
					}

					/* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
					else if ( striEqual( token, "rotate" ) ) {
						text.GetToken( false );
						a = atof( token );
						TCModRotate( si.mod, a );
					}
					else{
						Sys_Warning( "Unknown q3map_tcMod method: %s\n", token );
					}
				}

				/* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
				else if ( striEqual( token, "q3map_fogDir" ) ) {
					Parse1DMatrixAppend( text, 3, si.fogDir.data() );
					VectorNormalize( si.fogDir );
				}

				/* q3map_globaltexture */
				else if ( striEqual( token, "q3map_globaltexture" )  ) {
					si.globalTexture = true;
				}

				/* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
				else if ( striEqual( token, "q3map_nonplanar" ) ) {
					si.nonplanar = true;
				}

				/* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
				else if ( striEqual( token, "q3map_noclip" ) ) {
					si.noClip = true;
				}

				/* q3map_notjunc */
				else if ( striEqual( token, "q3map_notjunc" ) ) {
					si.notjunc = true;
				}

				/* q3map_nofog */
				else if ( striEqual( token, "q3map_nofog" ) ) {
					si.noFog = true;
				}

				/* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
				else if ( striEqual( token, "q3map_indexed" ) ) {
					si.indexed = true;
				}

				/* ydnar: q3map_invert (inverts a drawsurface's facing) */
				else if ( striEqual( token, "q3map_invert" ) ) {
					si.invert = true;
				}

				/* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
				else if ( striEqual( token, "q3map_lightmapMergable" ) ) {
					si.lmMergable = true;
				}

				/* ydnar: q3map_nofast */
				else if ( striEqual( token, "q3map_noFast" ) ) {
					si.noFast = true;
				}

				/* q3map_patchshadows */
				else if ( striEqual( token, "q3map_patchShadows" ) ) {
					si.patchShadows = true;
				}

				/* q3map_vertexshadows */
				else if ( striEqual( token, "q3map_vertexShadows" ) ) {
					si.vertexShadows = true;  /* ydnar */
				}
				/* q3map_novertexshadows */
				else if ( striEqual( token, "q3map_noVertexShadows" ) ) {
					si.vertexShadows = false; /* ydnar */
				}
				/* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
				else if ( striEqual( token, "q3map_splotchfix" ) ) {
					si.splotchFix = true; /* ydnar */
				}
				/* q3map_forcesunlight */
				else if ( striEqual( token, "q3map_forceSunlight" ) ) {
					si.forceSunlight = true;
				}

				/* q3map_onlyvertexlighting (sof2) */
				else if ( striEqual( token, "q3map_onlyVertexLighting" ) ) {
					ApplySurfaceParm( "pointlight", &si.contentFlags, &si.surfaceFlags, &si.compileFlags );
				}

				/* q3map_material (sof2) */
				else if ( striEqual( token, "q3map_material" ) ) {
					text.GetToken( false );
					if ( !ApplySurfaceParm( StringStream<64>( "*mat_", token ), &si.contentFlags, &si.surfaceFlags, &si.compileFlags ) ) {
						Sys_Warning( "Unknown material \"%s\"\n", token );
					}
				}

				/* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
				else if ( striEqual( token, "q3map_clipmodel" )  ) {
					si.clipModel = true;
				}

				/* ydnar: q3map_styleMarker[2] */
				else if ( striEqual( token, "q3map_styleMarker" ) ) {
					si.styleMarker = 1;
				}
				else if ( striEqual( token, "q3map_styleMarker2" ) ) {  /* uses depthFunc equal */
					si.styleMarker = 2;
				}

				/* ydnar: default to searching for q3map_<surfaceparm> */
#if 1
				else
				{
					//%	Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
					if ( !ApplySurfaceParm( &token[ 6 ], &si.contentFlags, &si.surfaceFlags, &si.compileFlags ) ) {
						Sys_Warning( "Unknown q3map_* directive \"%s\"\n", token );
					}
				}
#endif
			}


			/* -----------------------------------------------------------------
			   skip
			   ----------------------------------------------------------------- */

			/* ignore all other tokens on the line */
			while ( TokenAvailable() )
				text.GetToken( false );
		}

		/* copy shader text to the shaderinfo */
		/* unless it's :q3map stageless shader: shaderText of those is not usable for custom shaders composition */
		if( !( isQ3mapOnlyShader && !si.hasPasses ) ){
			text.text << '\n';
			si.shaderText = copystring( text.text );
			//%	if( vector3_length( si.vecs[ 0 ] ) )
			//%		Sys_Printf( "%s\n", si.shaderText );
		}

		/* ydnar: clear shader text buffer */
		text.clear();
	}
}



/*
   ParseCustomInfoParms() - rr2do2
   loads custom info parms file for mods
 */

static void ParseCustomInfoParms(){
	/* file exists? */
	if ( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 ) {
		return;
	}

	/* load it */
	LoadScriptFile( "scripts/custinfoparms.txt" );

	/* clear the array */
	memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
	numCustSurfaceParms = 0;
	bool parsed = false;

	/* parse custom contentflags */
	MatchToken( "{" );
	while ( GetToken( true ) && !( parsed = strEqual( token, "}" ) ) )
	{
		custSurfaceParms[ numCustSurfaceParms ].name = copystring( token );
		GetToken( false );
		sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
		numCustSurfaceParms++;
	}

	/* any content? */
	if ( !parsed ) {
		Sys_Warning( "Couldn't find valid custom contentsflag section\n" );
		return;
	}

	/* parse custom surfaceflags */
	MatchToken( "{" );
	parsed = false;
	while ( GetToken( true ) && !( parsed = strEqual( token, "}" ) ) )
	{
		custSurfaceParms[ numCustSurfaceParms ].name = copystring( token );
		GetToken( false );
		sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
		numCustSurfaceParms++;
	}

	/* any content? */
	if ( !parsed ) {
		Sys_Warning( "Couldn't find valid custom surfaceflag section\n" );
	}
}




/*
   LoadShaderInfo()
   the shaders are parsed out of shaderlist.txt from a main directory
   that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
   on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
 */

void LoadShaderInfo(){
	std::vector<CopiedString> shaderFiles;


	/* rr2do2: parse custom infoparms first */
	if ( useCustomInfoParms ) {
		ParseCustomInfoParms();
	}

	/* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
	const auto filename = StringStream<64>( g_game->shaderPath, "/shaderlist.txt" );
	const int count = vfsGetFileCount( filename );

	/* load them all */
	for ( int i = 0; i < count; ++i )
	{
		/* load shader list */
		LoadScriptFile( filename, i );

		/* parse it */
		while ( GetToken( true ) )
		{
			/* check for duplicate entries */
			const auto contains = [&shaderFiles]( const char *file ){
				return std::ranges::any_of( shaderFiles, [file]( const CopiedString& str ){ return striEqual( str.c_str(), file ); } );
			};

			if( !path_extension_is( token , "shader" ) )
				strcatQ( token, ".shader", std::size( token ) );
			/* new shader file */
			if ( !contains( token ) ) {
				shaderFiles.emplace_back( token );
			}
		}
	}

	if( shaderFiles.empty() ){
		Sys_Printf( "%s", "No shaderlist.txt found: loading all shaders\n" );
		shaderFiles = vfsListShaderFiles( g_game->shaderPath );
	}

	/* parse the shader files */
	for ( const CopiedString& file : shaderFiles )
	{
		ParseShaderFile( StringStream<64>( g_game->shaderPath, '/', file ) );
	}

	/* emit some statistics */
	Sys_FPrintf( SYS_VRB, "%9zu shaderInfo\n", shaderInfo.size() );
}
