diff --git a/base/renderprogs/ambient_lighting.pixel b/base/renderprogs/ambient_lighting.pixel
new file mode 100644
index 00000000..46ac16b3
--- /dev/null
+++ b/base/renderprogs/ambient_lighting.pixel
@@ -0,0 +1,97 @@
+/*
+===========================================================================
+
+Doom 3 BFG Edition GPL Source Code
+Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
+Copyright (C) 2013-2015 Robert Beckebans
+
+This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
+
+Doom 3 BFG Edition 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 3 of the License, or
+(at your option) any later version.
+
+Doom 3 BFG Edition 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 Doom 3 BFG Edition Source Code. If not, see .
+
+In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
+
+If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
+
+===========================================================================
+*/
+
+#include "renderprogs/global.inc"
+
+uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
+uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture
+uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture
+uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map
+uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map
+
+struct PS_IN {
+ half4 position : VPOS;
+ half4 texcoord0 : TEXCOORD0_centroid;
+ half4 texcoord1 : TEXCOORD1_centroid;
+// half4 texcoord2 : TEXCOORD2_centroid;
+// half4 texcoord3 : TEXCOORD3_centroid;
+ half4 texcoord4 : TEXCOORD4_centroid;
+ half4 texcoord5 : TEXCOORD5_centroid;
+ half4 texcoord6 : TEXCOORD6_centroid;
+ half4 color : COLOR0;
+};
+
+struct PS_OUT {
+ half4 color : COLOR;
+};
+
+void main( PS_IN fragment, out PS_OUT result ) {
+ half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );
+// half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );
+// half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );
+ half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );
+ half4 specMap = tex2D( samp4, fragment.texcoord5.xy );
+
+ half3 lightVector = normalize( fragment.texcoord0.xyz );
+ half3 diffuseMap = ConvertYCoCgToRGB( YCoCG );
+
+ half3 localNormal;
+#if defined(USE_NORMAL_FMT_RGB8)
+ localNormal.xy = bumpMap.rg - 0.5;
+#else
+ localNormal.xy = bumpMap.wy - 0.5;
+#endif
+ localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );
+ localNormal = normalize( localNormal );
+
+ const half specularPower = 10.0f;
+ half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );
+ // RB: added abs
+ half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );
+
+ half3 diffuseColor = diffuseMap * rpDiffuseModifier.xyz * 1.5f;
+ half3 specularColor = specMap.xyz * specularContribution * rpSpecularModifier.xyz;
+
+ // RB: http://developer.valvesoftware.com/wiki/Half_Lambert
+ float halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5;
+ halfLdotN *= halfLdotN;
+
+ // traditional very dark Lambert light model used in Doom 3
+ float ldotN = dot3( localNormal, lightVector );
+
+ half3 lightColor = rpAmbientColor.rgb;
+
+ half rim = 1.0f - saturate( hDotN );
+ half rimPower = 8.0;
+ half3 rimColor = half3( 0.125 ) * 1.2 * lightColor * pow( rim, rimPower );
+
+ //result.color.rgb = localNormal.xyz * 0.5 + 0.5;
+ result.color.xyz = ( diffuseColor + specularColor ) * halfLdotN * lightColor + rimColor;
+ result.color.w = 1.0;
+}
diff --git a/base/renderprogs/ambient_lighting.vertex b/base/renderprogs/ambient_lighting.vertex
new file mode 100644
index 00000000..c6473cd7
--- /dev/null
+++ b/base/renderprogs/ambient_lighting.vertex
@@ -0,0 +1,199 @@
+/*
+===========================================================================
+
+Doom 3 BFG Edition GPL Source Code
+Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
+Copyright (C) 2013-2015 Robert Beckebans
+
+This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
+
+Doom 3 BFG Edition 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 3 of the License, or
+(at your option) any later version.
+
+Doom 3 BFG Edition 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 Doom 3 BFG Edition Source Code. If not, see .
+
+In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
+
+If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
+
+===========================================================================
+*/
+
+#include "renderprogs/global.inc"
+
+#if defined( USE_GPU_SKINNING )
+uniform matrices_ubo { float4 matrices[408]; };
+#endif
+
+struct VS_IN {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD0;
+ float4 normal : NORMAL;
+ float4 tangent : TANGENT;
+ float4 color : COLOR0;
+ float4 color2 : COLOR1;
+};
+
+struct VS_OUT {
+ float4 position : POSITION;
+ float4 texcoord0 : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+// float4 texcoord2 : TEXCOORD2;
+// float4 texcoord3 : TEXCOORD3;
+ float4 texcoord4 : TEXCOORD4;
+ float4 texcoord5 : TEXCOORD5;
+ float4 texcoord6 : TEXCOORD6;
+ float4 color : COLOR0;
+};
+
+void main( VS_IN vertex, out VS_OUT result ) {
+
+ float4 vNormal = vertex.normal * 2.0 - 1.0;
+ float4 vTangent = vertex.tangent * 2.0 - 1.0;
+ float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;
+
+#if defined( USE_GPU_SKINNING )
+ //--------------------------------------------------------------
+ // GPU transformation of the normal / tangent / bitangent
+ //
+ // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )
+ //--------------------------------------------------------------
+ const float w0 = vertex.color2.x;
+ const float w1 = vertex.color2.y;
+ const float w2 = vertex.color2.z;
+ const float w3 = vertex.color2.w;
+
+ float4 matX, matY, matZ; // must be float4 for vec4
+ int joint = int(vertex.color.x * 255.1 * 3.0);
+ matX = matrices[int(joint+0)] * w0;
+ matY = matrices[int(joint+1)] * w0;
+ matZ = matrices[int(joint+2)] * w0;
+
+ joint = int(vertex.color.y * 255.1 * 3.0);
+ matX += matrices[int(joint+0)] * w1;
+ matY += matrices[int(joint+1)] * w1;
+ matZ += matrices[int(joint+2)] * w1;
+
+ joint = int(vertex.color.z * 255.1 * 3.0);
+ matX += matrices[int(joint+0)] * w2;
+ matY += matrices[int(joint+1)] * w2;
+ matZ += matrices[int(joint+2)] * w2;
+
+ joint = int(vertex.color.w * 255.1 * 3.0);
+ matX += matrices[int(joint+0)] * w3;
+ matY += matrices[int(joint+1)] * w3;
+ matZ += matrices[int(joint+2)] * w3;
+
+ float3 normal;
+ normal.x = dot3( matX, vNormal );
+ normal.y = dot3( matY, vNormal );
+ normal.z = dot3( matZ, vNormal );
+ normal = normalize( normal );
+
+ float3 tangent;
+ tangent.x = dot3( matX, vTangent );
+ tangent.y = dot3( matY, vTangent );
+ tangent.z = dot3( matZ, vTangent );
+ tangent = normalize( tangent );
+
+ float3 bitangent;
+ bitangent.x = dot3( matX, vBitangent );
+ bitangent.y = dot3( matY, vBitangent );
+ bitangent.z = dot3( matZ, vBitangent );
+ bitangent = normalize( bitangent );
+
+ float4 modelPosition;
+ modelPosition.x = dot4( matX, vertex.position );
+ modelPosition.y = dot4( matY, vertex.position );
+ modelPosition.z = dot4( matZ, vertex.position );
+ modelPosition.w = 1.0;
+
+#else
+ float4 modelPosition = vertex.position;
+ float3 normal = vNormal.xyz;
+ float3 tangent = vTangent.xyz;
+ float3 bitangent = vBitangent.xyz;
+#endif
+
+ result.position.x = dot4( modelPosition, rpMVPmatrixX );
+ result.position.y = dot4( modelPosition, rpMVPmatrixY );
+ result.position.z = dot4( modelPosition, rpMVPmatrixZ );
+ result.position.w = dot4( modelPosition, rpMVPmatrixW );
+
+ float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );
+
+ //calculate vector to light
+ //float4 toLight = rpLocalLightOrigin;
+ float4 toLight = normalize( float4( 0.0f, 0.5f, 1.0f, 1.0f ) );
+
+ //--------------------------------------------------------------
+
+ //result.texcoord0 is the direction to the light in tangent space
+ result.texcoord0.x = dot3( tangent, toLight );
+ result.texcoord0.y = dot3( bitangent, toLight );
+ result.texcoord0.z = dot3( normal, toLight );
+ result.texcoord0.w = 1.0f;
+
+ //textures 1 takes the base coordinates by the texture matrix
+ result.texcoord1 = defaultTexCoord;
+ result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );
+ result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );
+
+ //# texture 2 has one texgen
+ //result.texcoord2 = defaultTexCoord;
+ //result.texcoord2.x = dot4( vertex.position, rpLightFalloffS );
+
+ //# texture 3 has three texgens
+ //result.texcoord3.x = dot4( vertex.position, rpLightProjectionS );
+ //result.texcoord3.y = dot4( vertex.position, rpLightProjectionT );
+ //result.texcoord3.z = 0.0f;
+ //result.texcoord3.w = dot4( vertex.position, rpLightProjectionQ );
+
+ //# textures 4 takes the base coordinates by the texture matrix
+ result.texcoord4 = defaultTexCoord;
+ result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );
+ result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );
+
+ //# textures 5 takes the base coordinates by the texture matrix
+ result.texcoord5 = defaultTexCoord;
+ result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );
+ result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );
+
+ //# texture 6's texcoords will be the halfangle in texture space
+
+ //# calculate normalized vector to light in R0
+ toLight = normalize( toLight );
+
+ //# calculate normalized vector to viewer in R1
+ float4 toView = normalize( rpLocalViewOrigin - modelPosition );
+
+ //# add together to become the half angle vector in object space (non-normalized)
+ float4 halfAngleVector = toLight + toView;
+
+ //# put into texture space
+ result.texcoord6.x = dot3( tangent, halfAngleVector );
+ result.texcoord6.y = dot3( bitangent, halfAngleVector );
+ result.texcoord6.z = dot3( normal, halfAngleVector );
+ result.texcoord6.w = 1.0f;
+
+#if defined( USE_GPU_SKINNING )
+ // for joint transformation of the tangent space, we use color and
+ // color2 for weighting information, so hopefully there aren't any
+ // effects that need vertex color...
+ result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
+#else
+ //# generate the vertex color, which can be 1.0, color, or 1.0 - color
+ //# for 1.0 : env[16] = 0, env[17] = 1
+ //# for color : env[16] = 1, env[17] = 0
+ //# for 1.0-color : env[16] = -1, env[17] = 1
+ result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
+#endif
+}
\ No newline at end of file
diff --git a/neo/renderer/RenderBackend.cpp b/neo/renderer/RenderBackend.cpp
index 9370b798..21fea207 100644
--- a/neo/renderer/RenderBackend.cpp
+++ b/neo/renderer/RenderBackend.cpp
@@ -5836,7 +5836,7 @@ void idRenderBackend::PostProcess( const void* data )
/*
* The shader has three passes, chained together as follows:
*
- * |input|------------------·
+ * |input|------------------�
* v |
* [ SMAA*EdgeDetection ] |
* v |
@@ -5846,7 +5846,7 @@ void idRenderBackend::PostProcess( const void* data )
* v |
* |blendTex| |
* v |
- * [ SMAANeighborhoodBlending ] <------·
+ * [ SMAANeighborhoodBlending ] <------�
* v
* |output|
*/
diff --git a/neo/renderer/RenderProgs_embedded.h b/neo/renderer/RenderProgs_embedded.h
index 110faced..457dc176 100644
--- a/neo/renderer/RenderProgs_embedded.h
+++ b/neo/renderer/RenderProgs_embedded.h
@@ -396,7 +396,7 @@ static const cgShaderDef_t cg_renderprogs[] =
" *\n"
" * The shader has three passes, chained together as follows:\n"
" *\n"
- " * |input|------------------·\n"
+ " * |input|------------------�\n"
" * v |\n"
" * [ SMAA*EdgeDetection ] |\n"
" * v |\n"
@@ -406,7 +406,7 @@ static const cgShaderDef_t cg_renderprogs[] =
" * v |\n"
" * |blendTex| |\n"
" * v |\n"
- " * [ SMAANeighborhoodBlending ] <------·\n"
+ " * [ SMAANeighborhoodBlending ] <------�\n"
" * v\n"
" * |output|\n"
" *\n"
@@ -1794,7 +1794,7 @@ static const cgShaderDef_t cg_renderprogs[] =
"}\n"
"\n"
"// Fresnel term F( v, h )\n"
- "// Fnone( v, h ) = F(0°) = specularColor\n"
+ "// Fnone( v, h ) = F(0�) = specularColor\n"
"half3 Fresnel_Schlick( half3 specularColor, half vdotH )\n"
"{\n"
" return specularColor + ( 1.0 - specularColor ) * pow( 1.0 - vdotH, 5.0 );\n"
@@ -8279,7 +8279,7 @@ static const cgShaderDef_t cg_renderprogs[] =
" const half roughness = specMapSRGB.r;\n"
" const half glossiness = 1.0 - roughness;\n"
"\n"
- " // the vast majority of real-world materials (anything not metal or gems) have F(0°)\n"
+ " // the vast majority of real-world materials (anything not metal or gems) have F(0�)\n"
" // values in a very narrow range (~0.02 - 0.08)\n"
" \n"
" // approximate non-metals with linear RGB 0.04 which is 0.08 * 0.5 (default in UE4)\n"
@@ -9364,7 +9364,7 @@ static const cgShaderDef_t cg_renderprogs[] =
" const half roughness = specMapSRGB.r;\n"
" const half glossiness = 1.0 - roughness;\n"
"\n"
- " // the vast majority of real-world materials (anything not metal or gems) have F(0°)\n"
+ " // the vast majority of real-world materials (anything not metal or gems) have F(0�)\n"
" // values in a very narrow range (~0.02 - 0.08)\n"
" \n"
" // approximate non-metals with linear RGB 0.04 which is 0.08 * 0.5 (default in UE4)\n"