/*************************************************************************/
/*  rasterizer_gles2.cpp                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#ifdef GLES2_ENABLED

#include "rasterizer_gles2.h"
#include "os/os.h"
#include "globals.h"
#include <stdio.h>
#include "servers/visual/shader_language.h"
#include "servers/visual/particle_system_sw.h"
#include "gl_context/context_gl.h"
#include <string.h>
#include <stdlib.h>

#ifdef GLEW_ENABLED
#define   _GL_HALF_FLOAT_OES      0x140B
#else
#define   _GL_HALF_FLOAT_OES      0x8D61
#endif

#define _GL_RGBA16F_EXT                                  0x881A
#define _GL_RGB16F_EXT                                   0x881B
#define _GL_RG16F_EXT                                    0x822F
#define _GL_R16F_EXT                                     0x822D
#define _GL_R32F_EXT 0x822E


#define _GL_RED_EXT                 0x1903
#define _GL_RG_EXT                  0x8227
#define _GL_R8_EXT                  0x8229
#define _GL_RG8_EXT                 0x822B

#define _DEPTH_COMPONENT24_OES                 0x81A6

#ifdef GLEW_ENABLED
#define _glClearDepth glClearDepth
#else
#define _glClearDepth glClearDepthf
#endif


#define _GL_SRGB_EXT 0x8C40
#define _GL_SRGB_ALPHA_EXT 0x8C42

#define _GL_TEXTURE_MAX_ANISOTROPY_EXT          0x84FE
#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT      0x84FF

//#define DEBUG_OPENGL

#ifdef DEBUG_OPENGL

#define DEBUG_TEST_ERROR(m_section)\
{\
	print_line("AT: "+String(m_section)); glFlush();\
	uint32_t err = glGetError();\
	if (err) {\
		print_line("OpenGL Error #"+itos(err)+" at: "+m_section);\
	}\
}

#else

#define DEBUG_TEST_ERROR(m_section)

#endif

static RasterizerGLES2* _singleton = NULL;

#ifdef GLES_NO_CLIENT_ARRAYS
static float GlobalVertexBuffer[MAX_POLYGON_VERTICES * 8] = {0};
#endif

static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};

_FORCE_INLINE_ static void _set_color_attrib(const Color& p_color) {

	GLfloat c[4]= { p_color.r, p_color.g, p_color.b, p_color.a };
	glVertexAttrib4fv( VS::ARRAY_COLOR, c );
}



static _FORCE_INLINE_ uint16_t make_half_float(float f) {

    union {
       float fv;
       uint32_t ui;
    } ci;
    ci.fv=f;

    unsigned int    x = ci.ui;
    unsigned int    sign = (unsigned short)(x >> 31);
    unsigned int    mantissa;
    unsigned int    exp;
    uint16_t          hf;

    // get mantissa
    mantissa = x & ((1 << 23) - 1);
    // get exponent bits
    exp = x & (0xFF << 23);
    if (exp >= 0x47800000)
    {
	// check if the original single precision float number is a NaN
	if (mantissa && (exp == (0xFF << 23)))
	{
	    // we have a single precision NaN
	    mantissa = (1 << 23) - 1;
	}
	else
	{
	    // 16-bit half-float representation stores number as Inf
	    mantissa = 0;
	}
	hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) |
	      (uint16_t)(mantissa >> 13);
    }
    // check if exponent is <= -15
    else if (exp <= 0x38000000)
    {

	/*// store a denorm half-float value or zero
	exp = (0x38000000 - exp) >> 23;
	mantissa >>= (14 + exp);

	hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa);
	*/
	hf=0; //denormals do not work for 3D, convert to zero
    }
    else
    {
	hf = (((uint16_t)sign) << 15) |
	      (uint16_t)((exp - 0x38000000) >> 13) |
	      (uint16_t)(mantissa >> 13);
    }

    return hf;
}

void RasterizerGLES2::_draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents,int p_instanced) {

	ERR_FAIL_COND(!p_vertices);
	ERR_FAIL_COND(p_points <1 || p_points>4);

	bool quad=false;

	GLenum type;
	switch(p_points) {

		case 1: type=GL_POINTS; break;
		case 2: type=GL_LINES; break;
		case 4: quad=true; p_points=3;
		case 3: type=GL_TRIANGLES; break;
	};


	glBindBuffer(GL_ARRAY_BUFFER,0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);

	GLfloat vert_array[18];
	GLfloat normal_array[18];
	GLfloat color_array[24];
	GLfloat tangent_array[24];
	GLfloat uv_array[18];

	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer( VS::ARRAY_VERTEX, 3 ,GL_FLOAT, false, 0, vert_array );

	for (int i=0;i<p_points;i++) {

		vert_array[i*3+0]=p_vertices[i].x;
		vert_array[i*3+1]=p_vertices[i].y;
		vert_array[i*3+2]=p_vertices[i].z;
		if (quad) {
			int idx=2+i;
			if (idx==4)
				idx=0;
			vert_array[9+i*3+0]=p_vertices[idx].x;
			vert_array[9+i*3+1]=p_vertices[idx].y;
			vert_array[9+i*3+2]=p_vertices[idx].z;

		}
	}

	if (p_normals) {
		glEnableVertexAttribArray(VS::ARRAY_NORMAL);
		glVertexAttribPointer( VS::ARRAY_NORMAL, 3 ,GL_FLOAT, false, 0, normal_array );
		for (int i=0;i<p_points;i++) {

			normal_array[i*3+0]=p_normals[i].x;
			normal_array[i*3+1]=p_normals[i].y;
			normal_array[i*3+2]=p_normals[i].z;
			if (quad) {
				int idx=2+i;
				if (idx==4)
					idx=0;
				normal_array[9+i*3+0]=p_normals[idx].x;
				normal_array[9+i*3+1]=p_normals[idx].y;
				normal_array[9+i*3+2]=p_normals[idx].z;

			}
		}
	} else {
		glDisableVertexAttribArray(VS::ARRAY_NORMAL);
	}

	if (p_colors) {
		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, 0, color_array );
		for (int i=0;i<p_points;i++) {

			color_array[i*4+0]=p_colors[i].r;
			color_array[i*4+1]=p_colors[i].g;
			color_array[i*4+2]=p_colors[i].b;
			color_array[i*4+3]=p_colors[i].a;
			if (quad) {
				int idx=2+i;
				if (idx==4)
					idx=0;
				color_array[12+i*4+0]=p_colors[idx].r;
				color_array[12+i*4+1]=p_colors[idx].g;
				color_array[12+i*4+2]=p_colors[idx].b;
				color_array[12+i*4+3]=p_colors[idx].a;

			}
		}
	} else {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
	}

	if (p_tangents) {
		glEnableVertexAttribArray(VS::ARRAY_TANGENT);
		glVertexAttribPointer( VS::ARRAY_TANGENT, 4 ,GL_FLOAT, false, 0, tangent_array );
		for (int i=0;i<p_points;i++) {

			tangent_array[i*4+0]=p_tangents[i].normal.x;
			tangent_array[i*4+1]=p_tangents[i].normal.y;
			tangent_array[i*4+2]=p_tangents[i].normal.z;
			tangent_array[i*4+3]=p_tangents[i].d;
			if (quad) {
				int idx=2+i;
				if (idx==4)
					idx=0;
				tangent_array[12+i*4+0]=p_tangents[idx].normal.x;
				tangent_array[12+i*4+1]=p_tangents[idx].normal.y;
				tangent_array[12+i*4+2]=p_tangents[idx].normal.z;
				tangent_array[12+i*4+3]=p_tangents[idx].d;

			}
		}
	} else {
		glDisableVertexAttribArray(VS::ARRAY_TANGENT);
	}

	if (p_uvs) {

		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer( VS::ARRAY_TEX_UV, 3 ,GL_FLOAT, false, 0, uv_array );
		for (int i=0;i<p_points;i++) {

			uv_array[i*3+0]=p_uvs[i].x;
			uv_array[i*3+1]=p_uvs[i].y;
			uv_array[i*3+2]=p_uvs[i].z;
			if (quad) {
				int idx=2+i;
				if (idx==4)
					idx=0;
				uv_array[9+i*3+0]=p_uvs[idx].x;
				uv_array[9+i*3+1]=p_uvs[idx].y;
				uv_array[9+i*3+2]=p_uvs[idx].z;

			}
		}

	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	/*
	if (p_instanced>1)
		glDrawArraysInstanced(type,0,p_points,p_instanced);
	else
	*/

	glDrawArrays(type,0,quad?6:p_points);

};


/* TEXTURE API */
#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG                   0x8C00
#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG                   0x8C01
#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG                  0x8C02
#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG                  0x8C03

#define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT               0x8A54
#define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT               0x8A55
#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT         0x8A56
#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT         0x8A57


#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3

#define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT                 0x8C70
#define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT          0x8C71
#define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT           0x8C72
#define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT    0x8C73


#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
#define _EXT_ETC1_RGB8_OES           0x8D64



#define _EXT_SLUMINANCE_NV                                  0x8C46
#define _EXT_SLUMINANCE_ALPHA_NV                            0x8C44
#define _EXT_SRGB8_NV                                       0x8C41
#define _EXT_SLUMINANCE8_NV                                 0x8C47
#define _EXT_SLUMINANCE8_ALPHA8_NV                          0x8C45


#define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV                   0x8C4C
#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV             0x8C4D
#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV             0x8C4E
#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV             0x8C4F



#define _EXT_ATC_RGB_AMD                        0x8C92
#define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD        0x8C93
#define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD    0x87EE


/* TEXTURE API */

Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,GLenum& r_gl_internal_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed) {

	r_has_alpha_cache=false;
	r_compressed=false;
	r_gl_format=0;
	Image image=p_image;

	switch(p_format) {

		case Image::FORMAT_L8: {
			r_gl_components=1;
			r_gl_format=GL_LUMINANCE;
			r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_NV:GL_LUMINANCE;

		} break;
		case Image::FORMAT_INTENSITY: {

			if (!image.empty())
				image.convert(Image::FORMAT_RGBA8);
			r_gl_components=4;
			r_gl_format=GL_RGBA;
			r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_ALPHA_EXT:GL_RGBA;
			r_has_alpha_cache=true;
		} break;
		case Image::FORMAT_LA8: {

			//image.convert(Image::FORMAT_RGBA8);
			r_gl_components=2;
			r_gl_format=GL_LUMINANCE_ALPHA;
			r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_ALPHA_NV:GL_LUMINANCE_ALPHA;
			r_has_alpha_cache=true;
		} break;

		case Image::FORMAT_INDEXED: {

			if (!image.empty())
				image.convert(Image::FORMAT_RGB8);
			r_gl_components=3;
			r_gl_format=GL_RGB;
			r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_EXT:GL_RGB;

		} break;

		case Image::FORMAT_INDEXED_ALPHA: {

			if (!image.empty())
				image.convert(Image::FORMAT_RGBA8);
			r_gl_components=4;

			if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

				if (srgb_supported) {
					r_gl_format=GL_RGBA;
					r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
				} else {
					r_gl_internal_format=GL_RGBA;
					if (!image.empty())
						image.srgb_to_linear();
				}
			} else {
				r_gl_internal_format=GL_RGBA;
			}
			r_has_alpha_cache=true;

		} break;
		case Image::FORMAT_RGB8: {

			r_gl_components=3;

			if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

				if (srgb_supported) {
					r_gl_internal_format=_GL_SRGB_EXT;
					r_gl_format=GL_RGB;
				} else {
					r_gl_internal_format=GL_RGB;
					if (!image.empty())
						image.srgb_to_linear();
				}
			} else {
				r_gl_internal_format=GL_RGB;
			}
		} break;
		case Image::FORMAT_RGBA8: {

			r_gl_components=4;
			if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

				if (srgb_supported) {
					r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
					r_gl_format=GL_RGBA;
					//r_gl_internal_format=GL_RGBA;
				} else {
					r_gl_internal_format=GL_RGBA;
					if (!image.empty())
						image.srgb_to_linear();
				}
			} else {
				r_gl_internal_format=GL_RGBA;
			}

			r_has_alpha_cache=true;
		} break;
		case Image::FORMAT_DXT1: {

			if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {

				if (!image.empty()) {
					image.decompress();
				}
				r_gl_components=4;
				if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

					if (srgb_supported) {
						r_gl_format=GL_RGBA;
						r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
					} else {
						r_gl_internal_format=GL_RGBA;
						if (!image.empty())
							image.srgb_to_linear();
					}
				} else {
					r_gl_internal_format=GL_RGBA;
				}
				r_has_alpha_cache=true;

			} else {

				r_gl_components=1; //doesn't matter much
				r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
				r_compressed=true;
			};

		} break;
		case Image::FORMAT_DXT3: {

			if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {

				if (!image.empty()) {
					image.decompress();
				}
				r_gl_components=4;
				if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

					if (srgb_supported) {
						r_gl_format=GL_RGBA;
						r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
					} else {
						r_gl_internal_format=GL_RGBA;
						if (!image.empty())
							image.srgb_to_linear();
					}
				} else {
					r_gl_internal_format=GL_RGBA;
				}
				r_has_alpha_cache=true;

			} else {
				r_gl_components=1; //doesn't matter much
				r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;

				r_has_alpha_cache=true;
				r_compressed=true;
			};

		} break;
		case Image::FORMAT_DXT5: {

			if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {

				if (!image.empty()) {
					image.decompress();
				}
				r_gl_components=4;
				if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

					if (srgb_supported) {
						r_gl_format=GL_RGBA;
						r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
					} else {
						r_gl_internal_format=GL_RGBA;
						if (!image.empty())
							image.srgb_to_linear();
					}
				} else {
					r_gl_internal_format=GL_RGBA;
				}
				r_has_alpha_cache=true;

			} else {
				r_gl_components=1; //doesn't matter much
				r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
				r_has_alpha_cache=true;
				r_compressed=true;
			};

		} break;
		case Image::FORMAT_ATI1: {

			if (!latc_supported) {

				if (!image.empty()) {
					image.decompress();
				}
				r_gl_components=4;
				if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

					if (srgb_supported) {
						r_gl_format=GL_RGBA;
						r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
					} else {
						r_gl_internal_format=GL_RGBA;
						if (!image.empty())
							image.srgb_to_linear();
					}
				} else {
					r_gl_internal_format=GL_RGBA;
				}
				r_has_alpha_cache=true;

			} else {

				r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_LATC1_EXT;
				r_gl_components=1; //doesn't matter much
				r_compressed=true;
			};

		} break;
		case Image::FORMAT_ATI2: {

			if (!latc_supported ) {

				if (!image.empty()) {
					image.decompress();
				}
				r_gl_components=4;
				if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

					if (srgb_supported) {
						r_gl_format=GL_RGBA;
						r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
					} else {
						r_gl_internal_format=GL_RGBA;
						if (!image.empty())
							image.srgb_to_linear();
					}
				} else {
					r_gl_internal_format=GL_RGBA;
				}
				r_has_alpha_cache=true;

			} else {
				r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
				r_gl_components=1; //doesn't matter much
				r_compressed=true;
			};
		} break;
		case Image::FORMAT_PVRTC2: {

			if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {

				if (!image.empty()) {
					image.decompress();
				}
				r_gl_components=4;
				if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

					if (srgb_supported) {
						r_gl_format=GL_RGBA;
						r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
					} else {
						r_gl_internal_format=GL_RGBA;
						if (!image.empty())
							image.srgb_to_linear();
					}
				} else {
					r_gl_internal_format=GL_RGBA;
				}
				r_has_alpha_cache=true;


			} else {

				r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
				r_gl_components=1; //doesn't matter much
				r_compressed=true;

			}

		} break;
		case Image::FORMAT_PVRTC2A: {

			if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {

				if (!image.empty())
					image.decompress();
				r_gl_components=4;
				if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

					if (srgb_supported) {
						r_gl_format=GL_RGBA;
						r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
					} else {
						r_gl_internal_format=GL_RGBA;
						if (!image.empty())
							image.srgb_to_linear();
					}
				} else {
					r_gl_internal_format=GL_RGBA;
				}
				r_has_alpha_cache=true;


			} else {

				r_gl_internal_format=_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
				r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
				r_gl_components=1; //doesn't matter much
				r_compressed=true;

			}

		} break;
		case Image::FORMAT_PVRTC4: {

			if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {

				if (!image.empty())
					image.decompress();
				r_gl_components=4;
				if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

					if (srgb_supported) {
						r_gl_format=GL_RGBA;
						r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
					} else {
						r_gl_internal_format=GL_RGBA;
						if (!image.empty())
							image.srgb_to_linear();
					}
				} else {
					r_gl_internal_format=GL_RGBA;
				}
				r_has_alpha_cache=true;
			} else {

				r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
				r_gl_components=1; //doesn't matter much
				r_compressed=true;
			}

		} break;
		case Image::FORMAT_PVRTC4A: {

			if (!pvr_supported  || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {

				if (!image.empty())
					image.decompress();
				r_gl_components=4;
				if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

					if (srgb_supported) {
						r_gl_format=GL_RGBA;
						r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
					} else {
						r_gl_internal_format=GL_RGBA;
						if (!image.empty())
							image.srgb_to_linear();
					}
				} else {
					r_gl_internal_format=GL_RGBA;
				}
				r_has_alpha_cache=true;

			} else {
				r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
				r_gl_components=1; //doesn't matter much
				r_compressed=true;
			}

		} break;
		case Image::FORMAT_ETC: {

			if (!etc_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

				if (!image.empty()) {
					image.decompress();
				}
				r_gl_components=3;
				if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {

					if (srgb_supported) {
						r_gl_format=GL_RGB;
						r_gl_internal_format=_GL_SRGB_EXT;
					} else {
						r_gl_internal_format=GL_RGB;
						if (!image.empty())
							image.srgb_to_linear();
					}
				} else {
					r_gl_internal_format=GL_RGB;
				}
				r_gl_internal_format=GL_RGB;


			} else {

				r_gl_internal_format=_EXT_ETC1_RGB8_OES;
				r_gl_components=1; //doesn't matter much
				r_compressed=true;
			}

		} break;
		case Image::FORMAT_ATC: {

			if (!atitc_supported) {

				if (!image.empty()) {
					image.decompress();
				}
				r_gl_components=3;
				r_gl_internal_format=GL_RGB;


			} else {

				r_gl_internal_format=_EXT_ATC_RGB_AMD;
				r_gl_components=1; //doesn't matter much
				r_compressed=true;
			}

		} break;
		case Image::FORMAT_ATC_ALPHA_EXPLICIT: {

			if (!atitc_supported) {

				if (!image.empty()) {
					image.decompress();
				}
				r_gl_components=4;
				r_gl_internal_format=GL_RGBA;


			} else {

				r_gl_internal_format=_EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD;
				r_gl_components=1; //doesn't matter much
				r_compressed=true;
			}

		} break;
		case Image::FORMAT_ATC_ALPHA_INTERPOLATED: {

			if (!atitc_supported) {

				if (!image.empty()) {
					image.decompress();
				}
				r_gl_components=4;
				r_gl_internal_format=GL_RGBA;


			} else {

				r_gl_internal_format=_EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD;
				r_gl_components=1; //doesn't matter much
				r_compressed=true;
			}

		} break;
		case Image::FORMAT_YUV_422:
		case Image::FORMAT_YUV_444: {

			if (!image.empty())
				image.convert(Image::FORMAT_RGB8);
			r_gl_internal_format=GL_RGB;
			r_gl_components=3;

		} break;

		default: {

			ERR_FAIL_V(Image());
		}
	}

	if (r_gl_format==0) {
		r_gl_format=r_gl_internal_format;
	}

	return image;
}

static const GLenum _cube_side_enum[6]={

	GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
	GL_TEXTURE_CUBE_MAP_POSITIVE_X,
	GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
	GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
	GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
	GL_TEXTURE_CUBE_MAP_POSITIVE_Z,

};

RID RasterizerGLES2::texture_create() {

	Texture *texture = memnew(Texture);
	ERR_FAIL_COND_V(!texture,RID());
	glGenTextures(1, &texture->tex_id);
	texture->active=false;
	texture->total_data_size=0;

	return texture_owner.make_rid( texture );

}

void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) {

	bool has_alpha_cache;
	int components;
	GLenum format;
	GLenum internal_format;
	bool compressed;

	int po2_width =  nearest_power_of_2(p_width);
	int po2_height =  nearest_power_of_2(p_height);

	if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
		p_flags&=~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
	}


	Texture *texture = texture_owner.get( p_texture );
	ERR_FAIL_COND(!texture);
	texture->width=p_width;
	texture->height=p_height;
	texture->format=p_format;
	texture->flags=p_flags;
	texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;

	_get_gl_image_and_format(Image(),texture->format,texture->flags,format,internal_format,components,has_alpha_cache,compressed);

	bool scale_textures = !compressed && !(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && (!npo2_textures_available || p_flags&VS::TEXTURE_FLAG_MIPMAPS);


	if (scale_textures) {
		texture->alloc_width = po2_width;
		texture->alloc_height = po2_height;
		//print_line("scale because npo2: "+itos(npo2_textures_available)+" mm: "+itos(p_format&VS::TEXTURE_FLAG_MIPMAPS)+" "+itos(p_mipmap_count) );
	} else {

		texture->alloc_width = texture->width;
		texture->alloc_height = texture->height;
	};

	if (!(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && shrink_textures_x2) {
		texture->alloc_height = MAX(1,texture->alloc_height/2);
		texture->alloc_width = MAX(1,texture->alloc_width/2);
	}


	texture->gl_components_cache=components;
	texture->gl_format_cache=format;
	texture->gl_internal_format_cache=internal_format;
	texture->format_has_alpha=has_alpha_cache;
	texture->compressed=compressed;
	texture->has_alpha=false; //by default it doesn't have alpha unless something with alpha is blitteds
	texture->data_size=0;
	texture->mipmaps=0;


	glActiveTexture(GL_TEXTURE0);
	glBindTexture(texture->target, texture->tex_id);




	if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
		//prealloc if video
		glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE,NULL);
	}

	texture->active=true;
}

void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND(!texture);
	ERR_FAIL_COND(!texture->active);
	ERR_FAIL_COND(texture->render_target);
	ERR_FAIL_COND(texture->format != p_image.get_format() );
	ERR_FAIL_COND( p_image.empty() );

	int components;
	GLenum format;
	GLenum internal_format;
	bool alpha;
	bool compressed;

	if (keep_copies && !(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && !(use_reload_hooks && texture->reloader)) {
		texture->image[p_cube_side]=p_image;
	}

	Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,internal_format,components,alpha,compressed);

	if (texture->alloc_width != img.get_width() || texture->alloc_height != img.get_height()) {


		if (texture->alloc_width == img.get_width()/2 && texture->alloc_height == img.get_height()/2) {

			img.shrink_x2();
		} else if (img.get_format() <= Image::FORMAT_INDEXED_ALPHA) {

			img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);

		}
	};



	if (!(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && img.detect_alpha()==Image::ALPHA_BLEND) {
		texture->has_alpha=true;
	}



	GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D;

	texture->data_size=img.get_data().size();
	PoolVector<uint8_t>::Read read = img.get_data().read();

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(texture->target, texture->tex_id);

	texture->ignore_mipmaps = compressed && img.get_mipmaps()==0;

	if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps)
		glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
	else {
		if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
			glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		} else {
			glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);

		}
	}

	if (texture->flags&VS::TEXTURE_FLAG_FILTER) {

		glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR);	// Linear Filtering

	} else {

		glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST);	// raw Filtering
	}

	bool force_clamp_to_edge = !(texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);

	if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {

		if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){
			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
		}
		else{
			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
		}
	} else {

		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
		glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
		glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
	}

	if (use_anisotropic_filter) {

		if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {

			glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level);
		} else {
			glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
		}
	}

	int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps()>0) ? img.get_mipmaps() +1 : 1;


	int w=img.get_width();
	int h=img.get_height();

	int tsize=0;
	for(int i=0;i<mipmaps;i++) {

		int size,ofs;
		img.get_mipmap_offset_and_size(i,ofs,size);

		//print_line("mipmap: "+itos(i)+" size: "+itos(size)+" w: "+itos(mm_w)+", h: "+itos(mm_h));

		if (texture->compressed) {
			glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
			glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] );

		} else {
			glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
			if (texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
				glTexSubImage2D( blit_target, i, 0,0,w, h,format,GL_UNSIGNED_BYTE,&read[ofs] );
			} else {
				glTexImage2D(blit_target, i, internal_format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]);
			}

		}
		tsize+=size;

		w = MAX(1,w>>1);
		h = MAX(1,h>>1);

	}

	_rinfo.texture_mem-=texture->total_data_size;
	texture->total_data_size=tsize;
	_rinfo.texture_mem+=texture->total_data_size;

	//printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem);


	if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1 && !texture->ignore_mipmaps) {
		//generate mipmaps if they were requested and the image does not contain them
		glGenerateMipmap(texture->target);
	}

	texture->mipmaps=mipmaps;



	if (mipmaps>1) {

		//glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps-1 ); - assumed to have all, always
	}

	//texture_set_flags(p_texture,texture->flags);


}

Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND_V(!texture,Image());
	ERR_FAIL_COND_V(!texture->active,Image());
	ERR_FAIL_COND_V(texture->data_size==0,Image());
	ERR_FAIL_COND_V(texture->render_target,Image());

	return texture->image[p_cube_side];

#if 0

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND_V(!texture,Image());
	ERR_FAIL_COND_V(!texture->active,Image());
	ERR_FAIL_COND_V(texture->data_size==0,Image());

	PoolVector<uint8_t> data;
	GLenum format,type=GL_UNSIGNED_BYTE;
	Image::Format fmt;
	int pixelsize=0;
	int pixelshift=0;
	int minw=1,minh=1;
	bool compressed=false;

	fmt=texture->format;

	switch(texture->format) {

		case Image::FORMAT_L8: {

			format=GL_LUMINANCE;
			type=GL_UNSIGNED_BYTE;
			data.resize(texture->alloc_width*texture->alloc_height);
			pixelsize=1;

		} break;
		case Image::FORMAT_INTENSITY: {
			return Image();
		} break;
		case Image::FORMAT_LA8: {

			format=GL_LUMINANCE_ALPHA;
			type=GL_UNSIGNED_BYTE;
			pixelsize=2;

		} break;
		case Image::FORMAT_RGB8: {
			format=GL_RGB;
			type=GL_UNSIGNED_BYTE;
			pixelsize=3;
		} break;
		case Image::FORMAT_RGBA8: {

			format=GL_RGBA;
			type=GL_UNSIGNED_BYTE;
			pixelsize=4;
		} break;
		case Image::FORMAT_INDEXED: {

			format=GL_RGB;
			type=GL_UNSIGNED_BYTE;
			fmt=Image::FORMAT_RGB8;
			pixelsize=3;
		} break;
		case Image::FORMAT_INDEXED_ALPHA: {

			format=GL_RGBA;
			type=GL_UNSIGNED_BYTE;
			fmt=Image::FORMAT_RGBA8;
			pixelsize=4;

		} break;
		case Image::FORMAT_DXT1: {

			pixelsize=1; //doesn't matter much
			format=GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
			compressed=true;
			pixelshift=1;
			minw=minh=4;

		} break;
		case Image::FORMAT_DXT3: {
			pixelsize=1; //doesn't matter much
			format=GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
			compressed=true;
			minw=minh=4;

		} break;
		case Image::FORMAT_DXT5: {

			pixelsize=1; //doesn't matter much
			format=GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
			compressed=true;
			minw=minh=4;

		} break;
		case Image::FORMAT_ATI1: {

			format=GL_COMPRESSED_RED_RGTC1;
			pixelsize=1; //doesn't matter much
			compressed=true;
			pixelshift=1;
			minw=minh=4;

		} break;
		case Image::FORMAT_ATI2: {

			format=GL_COMPRESSED_RG_RGTC2;
			pixelsize=1; //doesn't matter much
			compressed=true;
			minw=minh=4;

		} break;

		default:{}
	}

	data.resize(texture->data_size);
	PoolVector<uint8_t>::Write wb = data.write();

	glActiveTexture(GL_TEXTURE0);
	int ofs=0;
	glBindTexture(texture->target,texture->tex_id);

	int w=texture->alloc_width;
	int h=texture->alloc_height;
	for(int i=0;i<texture->mipmaps+1;i++) {

		if (compressed) {

			glPixelStorei(GL_PACK_ALIGNMENT, 4);
			glGetCompressedTexImage(texture->target,i,&wb[ofs]);

		} else {
			glPixelStorei(GL_PACK_ALIGNMENT, 1);
			glGetTexImage(texture->target,i,format,type,&wb[ofs]);
		}

		int size = (w*h*pixelsize)>>pixelshift;
		ofs+=size;

		w=MAX(minw,w>>1);
		h=MAX(minh,h>>1);

	}


	wb=PoolVector<uint8_t>::Write();

	Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps,fmt,data);

	if (texture->format<Image::FORMAT_INDEXED && (texture->alloc_width!=texture->width || texture->alloc_height!=texture->height))
		img.resize(texture->width,texture->height);

	return img;
#endif
}

void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) {

	Texture *texture = texture_owner.get( p_texture );
	ERR_FAIL_COND(!texture);
	if (texture->render_target) {

		p_flags&=VS::TEXTURE_FLAG_FILTER;//can change only filter
	}

	bool had_mipmaps = texture->flags&VS::TEXTURE_FLAG_MIPMAPS;

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(texture->target, texture->tex_id);
	uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
	texture->flags=p_flags|cube; // can't remove a cube from being a cube


	bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);

	if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {

		if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){
			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
		}
		else {
			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
		}
	} else {
		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
		glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
		glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );

	}


	if (use_anisotropic_filter) {

		if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {

			glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level);
		} else {
			glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
		}
	}

	if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) {
		if (!had_mipmaps && texture->mipmaps==1) {
			glGenerateMipmap(texture->target);
		}
		glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);

	} else{
		if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
			glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		} else {
			glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);

		}
	}

	if (texture->flags&VS::TEXTURE_FLAG_FILTER) {

		glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR);	// Linear Filtering

	} else {

		glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST);	// raw Filtering
	}
}
uint32_t RasterizerGLES2::texture_get_flags(RID p_texture) const {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND_V(!texture,0);

	return texture->flags;

}
Image::Format RasterizerGLES2::texture_get_format(RID p_texture) const {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND_V(!texture,Image::FORMAT_L8);

	return texture->format;
}
uint32_t RasterizerGLES2::texture_get_width(RID p_texture) const {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND_V(!texture,0);

	return texture->width;
}
uint32_t RasterizerGLES2::texture_get_height(RID p_texture) const {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND_V(!texture,0);

	return texture->height;
}

bool RasterizerGLES2::texture_has_alpha(RID p_texture) const {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND_V(!texture,0);

	return texture->has_alpha;

}

void RasterizerGLES2::texture_set_size_override(RID p_texture,int p_width, int p_height) {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND(!texture);
	ERR_FAIL_COND(texture->render_target);

	ERR_FAIL_COND(p_width<=0 || p_width>16384);
	ERR_FAIL_COND(p_height<=0 || p_height>16384);
	//real texture size is in alloc width and height
	texture->width=p_width;
	texture->height=p_height;

}

void RasterizerGLES2::texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND(!texture);
	ERR_FAIL_COND(texture->render_target);

	texture->reloader=p_owner;
	texture->reloader_func=p_function;
	if (use_reload_hooks && p_owner && keep_copies) {

		for(int i=0;i<6;i++)
			texture->image[i]=Image();
	}
}


GLuint RasterizerGLES2::_texture_get_name(RID p_tex) {

	Texture * texture = texture_owner.get(p_tex);
	ERR_FAIL_COND_V(!texture, 0);

	return texture->tex_id;
};

void RasterizerGLES2::texture_set_path(RID p_texture,const String& p_path) {
	Texture * texture = texture_owner.get(p_texture);
	ERR_FAIL_COND(!texture);

	texture->path=p_path;

}

String RasterizerGLES2::texture_get_path(RID p_texture) const{

	Texture * texture = texture_owner.get(p_texture);
	ERR_FAIL_COND_V(!texture,String());
	return texture->path;
}
void RasterizerGLES2::texture_debug_usage(List<VS::TextureInfo> *r_info){

	List<RID> textures;
	texture_owner.get_owned_list(&textures);

	for (List<RID>::Element *E=textures.front();E;E=E->next()) {

		Texture *t = texture_owner.get(E->get());
		if (!t)
			continue;
		VS::TextureInfo tinfo;
		tinfo.path=t->path;
		tinfo.format=t->format;
		tinfo.size.x=t->alloc_width;
		tinfo.size.y=t->alloc_height;
		tinfo.bytes=t->total_data_size;
		r_info->push_back(tinfo);
	}

}

void RasterizerGLES2::texture_set_shrink_all_x2_on_set_data(bool p_enable) {

	shrink_textures_x2=p_enable;
}

/* SHADER API */

RID RasterizerGLES2::shader_create(VS::ShaderMode p_mode) {

	Shader *shader = memnew( Shader );
	shader->mode=p_mode;
	RID rid = shader_owner.make_rid(shader);
	shader_set_mode(rid,p_mode);
	_shader_make_dirty(shader);

	return rid;

}



void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) {

	ERR_FAIL_INDEX(p_mode,3);
	Shader *shader=shader_owner.get(p_shader);
	ERR_FAIL_COND(!shader);
	if (shader->custom_code_id && p_mode==shader->mode)
		return;


	if (shader->custom_code_id) {

		switch(shader->mode) {
			case VS::SHADER_MATERIAL: {
				material_shader.free_custom_shader(shader->custom_code_id);
			} break;
			case VS::SHADER_CANVAS_ITEM: {
				canvas_shader.free_custom_shader(shader->custom_code_id);
			} break;
		}

		shader->custom_code_id=0;
	}

	shader->mode=p_mode;

	switch(shader->mode) {
		case VS::SHADER_MATERIAL: {
			shader->custom_code_id=material_shader.create_custom_shader();
		} break;
		case VS::SHADER_CANVAS_ITEM: {
			shader->custom_code_id=canvas_shader.create_custom_shader();
		} break;
	}
	_shader_make_dirty(shader);

}
VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const {

	Shader *shader=shader_owner.get(p_shader);
	ERR_FAIL_COND_V(!shader,VS::SHADER_MATERIAL);
	return shader->mode;
}


void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {


	Shader *shader=shader_owner.get(p_shader);
	ERR_FAIL_COND(!shader);

#ifdef DEBUG_ENABLED
	if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light)
		return;
#endif
	shader->fragment_code=p_fragment;
	shader->vertex_code=p_vertex;
	shader->light_code=p_light;
	shader->fragment_line=p_fragment_ofs;
	shader->vertex_line=p_vertex_ofs;
	shader->light_line=p_light_ofs;
	_shader_make_dirty(shader);

}

String RasterizerGLES2::shader_get_vertex_code(RID p_shader) const {

	Shader *shader=shader_owner.get(p_shader);
	ERR_FAIL_COND_V(!shader,String());
	return shader->vertex_code;

}

String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const {

	Shader *shader=shader_owner.get(p_shader);
	ERR_FAIL_COND_V(!shader,String());
	return shader->fragment_code;

}

String RasterizerGLES2::shader_get_light_code(RID p_shader) const {

	Shader *shader=shader_owner.get(p_shader);
	ERR_FAIL_COND_V(!shader,String());
	return shader->light_code;

}

void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) {

	if (p_shader->dirty_list.in_list())
		return;

	_shader_dirty_list.add(&p_shader->dirty_list);
}

void RasterizerGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {

	Shader *shader=shader_owner.get(p_shader);
	ERR_FAIL_COND(!shader);


	if (shader->dirty_list.in_list())
		_update_shader(shader); // ok should be not anymore dirty


	Map<int,StringName> order;


	for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {


		order[E->get().order]=E->key();
	}


	for(Map<int,StringName>::Element *E=order.front();E;E=E->next()) {

		PropertyInfo pi;
		ShaderLanguage::Uniform &u=shader->uniforms[E->get()];
		pi.name=E->get();
		switch(u.type) {

			case ShaderLanguage::TYPE_VOID:
			case ShaderLanguage::TYPE_BOOL:
			case ShaderLanguage::TYPE_FLOAT:
			case ShaderLanguage::TYPE_VEC2:
			case ShaderLanguage::TYPE_VEC3:
			case ShaderLanguage::TYPE_MAT3:
			case ShaderLanguage::TYPE_MAT4:
			case ShaderLanguage::TYPE_VEC4:
				pi.type=u.default_value.get_type();
				break;
			case ShaderLanguage::TYPE_TEXTURE:
				pi.type=Variant::_RID;
				pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
				pi.hint_string="Texture";
				break;
			case ShaderLanguage::TYPE_CUBEMAP:
				pi.type=Variant::_RID;
				pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
				pi.hint_string="CubeMap";
				break;
		};

		p_param_list->push_back(pi);

	}

}

void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture) {

	Shader *shader=shader_owner.get(p_shader);
	ERR_FAIL_COND(!shader);
	ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));

	if (p_texture.is_valid())
		shader->default_textures[p_name]=p_texture;
	else
		shader->default_textures.erase(p_name);

	_shader_make_dirty(shader);

}

RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{
	const Shader *shader=shader_owner.get(p_shader);
	ERR_FAIL_COND_V(!shader,RID());

	const Map<StringName,RID>::Element *E=shader->default_textures.find(p_name);
	if (!E)
		return RID();
	return E->get();
}

Variant RasterizerGLES2::shader_get_default_param(RID p_shader, const StringName& p_name) {

	Shader *shader=shader_owner.get(p_shader);
	ERR_FAIL_COND_V(!shader,Variant());

	//update shader params if necesary
	//make sure the shader is compiled and everything
	//so the actual parameters can be properly retrieved!
	if (shader->dirty_list.in_list()) {
		_update_shader(shader);
	}
	if (shader->valid && shader->uniforms.has(p_name))
		return shader->uniforms[p_name].default_value;

	return Variant();
}


/* COMMON MATERIAL API */


RID RasterizerGLES2::material_create() {

	RID material = material_owner.make_rid( memnew( Material ) );
	return material;
}

void RasterizerGLES2::material_set_shader(RID p_material, RID p_shader) {

	Material *material = material_owner.get(p_material);
	ERR_FAIL_COND(!material);
	if (material->shader==p_shader)
		return;
	material->shader=p_shader;
	material->shader_version=0;

}

RID RasterizerGLES2::material_get_shader(RID p_material) const {

	Material *material = material_owner.get(p_material);
	ERR_FAIL_COND_V(!material,RID());
	return material->shader;
}


void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) {

	Material *material = material_owner.get(p_material);
	ERR_FAIL_COND(!material);

	Map<StringName,Material::UniformData>::Element *E=material->shader_params.find(p_param);
	if (E) {

		if (p_value.get_type()==Variant::NIL) {

			material->shader_params.erase(E);
			material->shader_version=0; //get default!
		} else {
			E->get().value=p_value;
			E->get().inuse=true;
		}
	} else {

		if (p_value.get_type()==Variant::NIL)
			return;

		Material::UniformData ud;
		ud.index=-1;
		ud.value=p_value;
		ud.istexture=p_value.get_type()==Variant::_RID; /// cache it being texture
		ud.inuse=true;
		material->shader_params[p_param]=ud; //may be got at some point, or erased

	}
}
Variant RasterizerGLES2::material_get_param(RID p_material, const StringName& p_param) const {

	Material *material = material_owner.get(p_material);
	ERR_FAIL_COND_V(!material,Variant());


	if (material->shader.is_valid()) {
		//update shader params if necesary
		//make sure the shader is compiled and everything
		//so the actual parameters can be properly retrieved!
		material->shader_cache=shader_owner.get( material->shader );
		if (!material->shader_cache) {
			//invalidate
			material->shader=RID();
			material->shader_cache=NULL;
		} else {

			if (material->shader_cache->dirty_list.in_list())
				_update_shader(material->shader_cache);
			if (material->shader_cache->valid && material->shader_cache->version!=material->shader_version) {
				//validate
				_update_material_shader_params(material);
			}
		}
	}


	if (material->shader_params.has(p_param) && material->shader_params[p_param].inuse)
		return material->shader_params[p_param].value;
	else
		return Variant();
}


void RasterizerGLES2::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) {

	Material *material = material_owner.get(p_material);
	ERR_FAIL_COND(!material);
	ERR_FAIL_INDEX(p_flag,VS::MATERIAL_FLAG_MAX);

	material->flags[p_flag]=p_enabled;

}
bool RasterizerGLES2::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const {

	Material *material = material_owner.get(p_material);
	ERR_FAIL_COND_V(!material,false);
	ERR_FAIL_INDEX_V(p_flag,VS::MATERIAL_FLAG_MAX,false);
	return material->flags[p_flag];


}

void RasterizerGLES2::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {

	Material *material = material_owner.get(p_material);
	ERR_FAIL_COND(!material);
	material->depth_draw_mode=p_mode;

}

VS::MaterialDepthDrawMode RasterizerGLES2::material_get_depth_draw_mode(RID p_material) const {

	Material *material = material_owner.get(p_material);
	ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS);
	return material->depth_draw_mode;

}



void RasterizerGLES2::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {

	Material *material = material_owner.get(p_material);
	ERR_FAIL_COND(!material);
	material->blend_mode=p_mode;

}
VS::MaterialBlendMode RasterizerGLES2::material_get_blend_mode(RID p_material) const {

	Material *material = material_owner.get(p_material);
	ERR_FAIL_COND_V(!material,VS::MATERIAL_BLEND_MODE_ADD);
	return material->blend_mode;
}

void RasterizerGLES2::material_set_line_width(RID p_material,float p_line_width) {

	Material *material = material_owner.get(p_material);
	ERR_FAIL_COND(!material);
	material->line_width=p_line_width;

}
float RasterizerGLES2::material_get_line_width(RID p_material) const {

	Material *material = material_owner.get(p_material);
	ERR_FAIL_COND_V(!material,0);

	return material->line_width;
}



/* MESH API */

RID RasterizerGLES2::mesh_create() {


	return mesh_owner.make_rid( memnew( Mesh ) );
}



void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,bool p_alpha_sort) {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND(!mesh);

	ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX );
	ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX);

	uint32_t format=0;

	// validation
	int index_array_len=0;
	int array_len=0;

	for(int i=0;i<p_arrays.size();i++) {

		if (p_arrays[i].get_type()==Variant::NIL)
			continue;

		format|=(1<<i);

		if (i==VS::ARRAY_VERTEX) {

			array_len=Vector3Array(p_arrays[i]).size();
			ERR_FAIL_COND(array_len==0);
		} else if (i==VS::ARRAY_INDEX) {

			index_array_len=IntArray(p_arrays[i]).size();
		}
	}

	ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory

	ERR_FAIL_COND( mesh->morph_target_count!=p_blend_shapes.size() );
	if (mesh->morph_target_count) {
		//validate format for morphs
		for(int i=0;i<p_blend_shapes.size();i++) {

			uint32_t bsformat=0;
			Array arr = p_blend_shapes[i];
			for(int j=0;j<arr.size();j++) {


				if (arr[j].get_type()!=Variant::NIL)
					bsformat|=(1<<j);
			}

			ERR_FAIL_COND( (bsformat)!=(format&(VS::ARRAY_FORMAT_BONES-1)));
		}
	}

	Surface *surface = memnew( Surface );
	ERR_FAIL_COND( !surface );

	bool use_VBO=true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
	if ((!use_hw_skeleton_xform && format&VS::ARRAY_FORMAT_WEIGHTS) || mesh->morph_target_count>0) {

		use_VBO=false;
	}

	//surface->packed=pack_arrays && use_VBO;

	int total_elem_size=0;

	for (int i=0;i<VS::ARRAY_MAX;i++) {


		Surface::ArrayData&ad=surface->array[i];
		ad.size=0;
		ad.ofs=0;
		int elem_size=0;
		int elem_count=0;
		bool valid_local=true;
		GLenum datatype;
		bool normalize=false;
		bool bind=false;

		if (!(format&(1<<i))) // no array
			continue;


		switch(i) {

			case VS::ARRAY_VERTEX: {

				if (use_VBO && use_half_float) {
					elem_size=3*sizeof(int16_t); // vertex
					datatype=_GL_HALF_FLOAT_OES;
				} else {

					elem_size=3*sizeof(GLfloat); // vertex
					datatype=GL_FLOAT;
				}
				bind=true;
				elem_count=3;

			} break;
			case VS::ARRAY_NORMAL: {

				if (use_VBO) {
					elem_size=4*sizeof(int8_t); // vertex
					datatype=GL_BYTE;
					normalize=true;
				} else {
					elem_size=3*sizeof(GLfloat); // vertex
					datatype=GL_FLOAT;
				}
				bind=true;
				elem_count=3;
			} break;
			case VS::ARRAY_TANGENT: {
				if (use_VBO) {
					elem_size=4*sizeof(int8_t); // vertex
					datatype=GL_BYTE;
					normalize=true;
				} else {
					elem_size=4*sizeof(GLfloat); // vertex
					datatype=GL_FLOAT;
				}
				bind=true;
				elem_count=4;

			} break;
			case VS::ARRAY_COLOR: {

				elem_size=4*sizeof(uint8_t); /* RGBA */
				datatype=GL_UNSIGNED_BYTE;
				elem_count=4;
				bind=true;
				normalize=true;
			} break;
			case VS::ARRAY_TEX_UV:
			case VS::ARRAY_TEX_UV2: {
				if (use_VBO && use_half_float) {
					elem_size=2*sizeof(int16_t); // vertex
					datatype=_GL_HALF_FLOAT_OES;
				} else {
					elem_size=2*sizeof(GLfloat); // vertex
					datatype=GL_FLOAT;
				}
				bind=true;
				elem_count=2;

			} break;
			case VS::ARRAY_WEIGHTS: {

				if (use_VBO) {

					elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
					valid_local=false;
					bind=true;
					normalize=true;
					datatype=GL_UNSIGNED_SHORT;
					elem_count=4;

				} else {
					elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat);
					valid_local=false;
					bind=false;
					datatype=GL_FLOAT;
					elem_count=4;
				}

			} break;
			case VS::ARRAY_BONES: {

				if (use_VBO) {
					elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLubyte);
					valid_local=false;
					bind=true;
					datatype=GL_UNSIGNED_BYTE;
					elem_count=4;
				} else {

					elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
					valid_local=false;
					bind=false;
					datatype=GL_UNSIGNED_SHORT;
					elem_count=4;

				}


			} break;
			case VS::ARRAY_INDEX: {

				if (index_array_len<=0) {
					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
					break;
				}
				/* determine wether using 16 or 32 bits indices */
				if (array_len>(1<<16)) {

					elem_size=4;
					datatype=GL_UNSIGNED_INT;
				} else {
					elem_size=2;
					datatype=GL_UNSIGNED_SHORT;
				}

/*
				if (use_VBO) {

					glGenBuffers(1,&surface->index_id);
					ERR_FAIL_COND(surface->index_id==0);
					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
					glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*elem_size,NULL,GL_STATIC_DRAW);
					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
				} else {
					surface->index_array_local = (uint8_t*)memalloc(index_array_len*elem_size);
				};
*/
				surface->index_array_len=index_array_len; // only way it can exist
				ad.ofs=0;
				ad.size=elem_size;


				continue;
			} break;
			default: {
				ERR_FAIL( );
			}
		}

		ad.ofs=total_elem_size;
		ad.size=elem_size;
		ad.datatype=datatype;
		ad.normalize=normalize;
		ad.bind=bind;
		ad.count=elem_count;
		total_elem_size+=elem_size;
		if (valid_local) {
			surface->local_stride+=elem_size;
			surface->morph_format|=(1<<i);
		}


	}

	surface->stride=total_elem_size;
	surface->array_len=array_len;
	surface->format=format;
	surface->primitive=p_primitive;
	surface->morph_target_count=mesh->morph_target_count;
	surface->configured_format=0;
	surface->mesh=mesh;
	if (keep_copies) {
		surface->data=p_arrays;
		surface->morph_data=p_blend_shapes;
	}

	uint8_t *array_ptr=NULL;
	uint8_t *index_array_ptr=NULL;
	PoolVector<uint8_t> array_pre_vbo;
	PoolVector<uint8_t>::Write vaw;
	PoolVector<uint8_t> index_array_pre_vbo;
	PoolVector<uint8_t>::Write iaw;

	/* create pointers */
	if (use_VBO) {

		array_pre_vbo.resize(surface->array_len*surface->stride);
		vaw = array_pre_vbo.write();
		array_ptr=vaw.ptr();

		if (surface->index_array_len) {

			index_array_pre_vbo.resize(surface->index_array_len*surface->array[VS::ARRAY_INDEX].size);
			iaw = index_array_pre_vbo.write();
			index_array_ptr=iaw.ptr();
		}

		_surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true);

	} else {

		surface->array_local = (uint8_t*)memalloc(surface->array_len*surface->stride);
		array_ptr=(uint8_t*)surface->array_local;
		if (surface->index_array_len) {
			surface->index_array_local = (uint8_t*)memalloc(index_array_len*surface->array[VS::ARRAY_INDEX].size);
			index_array_ptr=(uint8_t*)surface->index_array_local;
		}

		_surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true);

		if (mesh->morph_target_count) {

			surface->morph_targets_local = memnew_arr(Surface::MorphTarget,mesh->morph_target_count);
			for(int i=0;i<mesh->morph_target_count;i++) {

				surface->morph_targets_local[i].array=memnew_arr(uint8_t,surface->local_stride*surface->array_len);
				surface->morph_targets_local[i].configured_format=surface->morph_format;
				_surface_set_arrays(surface,surface->morph_targets_local[i].array,NULL,p_blend_shapes[i],false);
			}
		}
	}





	/* create buffers!! */
	if (use_VBO) {
		glGenBuffers(1,&surface->vertex_id);
		ERR_FAIL_COND(surface->vertex_id==0);
		glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
		glBufferData(GL_ARRAY_BUFFER,surface->array_len*surface->stride,array_ptr,GL_STATIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
		if (surface->index_array_len) {

			glGenBuffers(1,&surface->index_id);
			ERR_FAIL_COND(surface->index_id==0);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*surface->array[VS::ARRAY_INDEX].size,index_array_ptr,GL_STATIC_DRAW);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind

		}
	}

	mesh->surfaces.push_back(surface);

}

Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main) {

	uint32_t stride = p_main ? p_surface->stride : p_surface->local_stride;

	for(int ai=0;ai<VS::ARRAY_MAX;ai++) {
		if (ai>=p_arrays.size())
			break;
		if (p_arrays[ai].get_type()==Variant::NIL)
			continue;
		Surface::ArrayData &a=p_surface->array[ai];

		switch(ai) {


			case VS::ARRAY_VERTEX: {

				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<Vector3> array = p_arrays[ai];
				ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );


				PoolVector<Vector3>::Read read = array.read();
				const Vector3* src=read.ptr();

				// setting vertices means regenerating the AABB
				AABB aabb;

				float scale=1;


				if (p_surface->array[VS::ARRAY_VERTEX].datatype==_GL_HALF_FLOAT_OES) {

					for (int i=0;i<p_surface->array_len;i++) {


						uint16_t vector[3]={ make_half_float(src[i].x), make_half_float(src[i].y), make_half_float(src[i].z) };

						copymem(&p_mem[a.ofs+i*stride], vector, a.size);

						if (i==0) {

							aabb=AABB(src[i],Vector3());
						} else {

							aabb.expand_to( src[i] );
						}
					}


				} else {
					for (int i=0;i<p_surface->array_len;i++) {


						GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };

						copymem(&p_mem[a.ofs+i*stride], vector, a.size);

						if (i==0) {

							aabb=AABB(src[i],Vector3());
						} else {

							aabb.expand_to( src[i] );
						}
					}
				}

				if (p_main) {
					p_surface->aabb=aabb;
					p_surface->vertex_scale=scale;
				}


			} break;
			case VS::ARRAY_NORMAL: {

				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<Vector3> array = p_arrays[ai];
				ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );


				PoolVector<Vector3>::Read read = array.read();
				const Vector3* src=read.ptr();

				// setting vertices means regenerating the AABB

				if (p_surface->array[VS::ARRAY_NORMAL].datatype==GL_BYTE) {

					for (int i=0;i<p_surface->array_len;i++) {

						GLbyte vector[4]={
							CLAMP(src[i].x*127,-128,127),
							CLAMP(src[i].y*127,-128,127),
							CLAMP(src[i].z*127,-128,127),
							0,
						};

						copymem(&p_mem[a.ofs+i*stride], vector, a.size);

					}

				} else {
					for (int i=0;i<p_surface->array_len;i++) {


						GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
						copymem(&p_mem[a.ofs+i*stride], vector, a.size);

					}
				}


			} break;
			case VS::ARRAY_TANGENT: {

				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<real_t> array = p_arrays[ai];

				ERR_FAIL_COND_V( array.size() != p_surface->array_len*4, ERR_INVALID_PARAMETER );


				PoolVector<real_t>::Read read = array.read();
				const real_t* src = read.ptr();

				if (p_surface->array[VS::ARRAY_TANGENT].datatype==GL_BYTE) {

					for (int i=0;i<p_surface->array_len;i++) {

						GLbyte xyzw[4]={
							CLAMP(src[i*4+0]*127,-128,127),
							CLAMP(src[i*4+1]*127,-128,127),
							CLAMP(src[i*4+2]*127,-128,127),
							CLAMP(src[i*4+3]*127,-128,127)
						};

						copymem(&p_mem[a.ofs+i*stride], xyzw, a.size);

					}


				} else {
					for (int i=0;i<p_surface->array_len;i++) {

						GLfloat xyzw[4]={
							src[i*4+0],
							src[i*4+1],
							src[i*4+2],
							src[i*4+3]
						};

						copymem(&p_mem[a.ofs+i*stride], xyzw, a.size);

					}
				}

			} break;
			case VS::ARRAY_COLOR: {

				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER );


				PoolVector<Color> array = p_arrays[ai];

				ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );


				PoolVector<Color>::Read read = array.read();
				const Color* src = read.ptr();
				bool alpha=false;

				for (int i=0;i<p_surface->array_len;i++) {

					if (src[i].a<0.98) // tolerate alpha a bit, for crappy exporters
						alpha=true;

					uint8_t colors[4];

					for(int j=0;j<4;j++) {

						colors[j]=CLAMP( int((src[i][j])*255.0), 0,255 );
					}

						copymem(&p_mem[a.ofs+i*stride], colors, a.size);

				}

				if (p_main)
					p_surface->has_alpha=alpha;

			} break;
			case VS::ARRAY_TEX_UV:
			case VS::ARRAY_TEX_UV2: {

				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<Vector2> array = p_arrays[ai];

				ERR_FAIL_COND_V( array.size() != p_surface->array_len , ERR_INVALID_PARAMETER);

				PoolVector<Vector2>::Read read = array.read();

				const Vector2 * src=read.ptr();
				float scale=1.0;


				if (p_surface->array[ai].datatype==_GL_HALF_FLOAT_OES) {

					for (int i=0;i<p_surface->array_len;i++) {

						uint16_t uv[2]={ make_half_float(src[i].x) , make_half_float(src[i].y) };
						copymem(&p_mem[a.ofs+i*stride], uv, a.size);
					}

				} else {
					for (int i=0;i<p_surface->array_len;i++) {

						GLfloat uv[2]={ src[i].x , src[i].y };

						copymem(&p_mem[a.ofs+i*stride], uv, a.size);

					}
				}

				if (p_main) {

					if  (ai==VS::ARRAY_TEX_UV) {

						p_surface->uv_scale=scale;
					}
					if  (ai==VS::ARRAY_TEX_UV2) {

						p_surface->uv2_scale=scale;
					}
				}

			} break;
			case VS::ARRAY_WEIGHTS: {


				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<real_t> array = p_arrays[ai];

				ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );


				PoolVector<real_t>::Read read = array.read();

				const real_t * src = read.ptr();

				if (p_surface->array[VS::ARRAY_WEIGHTS].datatype==GL_UNSIGNED_SHORT) {

					for (int i=0;i<p_surface->array_len;i++) {

						GLushort data[VS::ARRAY_WEIGHTS_SIZE];
						for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
							data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j]*65535,0,65535);
						}

						copymem(&p_mem[a.ofs+i*stride], data, a.size);
					}
				} else {

					for (int i=0;i<p_surface->array_len;i++) {

						GLfloat data[VS::ARRAY_WEIGHTS_SIZE];
						for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
							data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
						}

						copymem(&p_mem[a.ofs+i*stride], data, a.size);


					}


				}

			} break;
			case VS::ARRAY_BONES: {


				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<int> array = p_arrays[ai];

				ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );


				PoolVector<int>::Read read = array.read();

				const int * src = read.ptr();

				p_surface->max_bone=0;


				if (p_surface->array[VS::ARRAY_BONES].datatype==GL_UNSIGNED_BYTE) {

					for (int i=0;i<p_surface->array_len;i++) {

						GLubyte data[VS::ARRAY_WEIGHTS_SIZE];
						for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
							data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j],0,255);
							p_surface->max_bone=MAX(data[j],p_surface->max_bone);

						}

						copymem(&p_mem[a.ofs+i*stride], data, a.size);


					}

				} else {
					for (int i=0;i<p_surface->array_len;i++) {

						GLushort data[VS::ARRAY_WEIGHTS_SIZE];
						for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
							data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
							p_surface->max_bone=MAX(data[j],p_surface->max_bone);

						}

						copymem(&p_mem[a.ofs+i*stride], data, a.size);


					}
				}


			} break;
			case VS::ARRAY_INDEX: {

				ERR_FAIL_COND_V( p_surface->index_array_len<=0, ERR_INVALID_DATA );
				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<int> indices = p_arrays[ai];
				ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER );
				ERR_FAIL_COND_V( indices.size() != p_surface->index_array_len, ERR_INVALID_PARAMETER );

				/* determine wether using 16 or 32 bits indices */

				PoolVector<int>::Read read = indices.read();
				const int *src=read.ptr();

				for (int i=0;i<p_surface->index_array_len;i++) {


					if (a.size==2) {
						uint16_t v=src[i];

						copymem(&p_index_mem[i*a.size], &v, a.size);
					} else {
						uint32_t v=src[i];

						copymem(&p_index_mem[i*a.size], &v, a.size);
					}
				}


			} break;


			default: { ERR_FAIL_V(ERR_INVALID_PARAMETER);}
		}

		p_surface->configured_format|=(1<<ai);
	}

	if (p_surface->format&VS::ARRAY_FORMAT_BONES) {
		//create AABBs for each detected bone
		int total_bones = p_surface->max_bone+1;
		if (p_main) {
			p_surface->skeleton_bone_aabb.resize(total_bones);
			p_surface->skeleton_bone_used.resize(total_bones);
			for(int i=0;i<total_bones;i++)
				p_surface->skeleton_bone_used[i]=false;
		}
		PoolVector<Vector3> vertices = p_arrays[VS::ARRAY_VERTEX];
		PoolVector<int> bones = p_arrays[VS::ARRAY_BONES];
		PoolVector<float> weights = p_arrays[VS::ARRAY_WEIGHTS];

		bool any_valid=false;

		if (vertices.size() && bones.size()==vertices.size()*4 && weights.size()==bones.size()) {
			//print_line("MAKING SKELETHONG");
			int vs = vertices.size();
			PoolVector<Vector3>::Read rv =vertices.read();
			PoolVector<int>::Read rb=bones.read();
			PoolVector<float>::Read rw=weights.read();

			Vector<bool> first;
			first.resize(total_bones);
			for(int i=0;i<total_bones;i++) {
				first[i]=p_main;
			}
			AABB *bptr = p_surface->skeleton_bone_aabb.ptr();
			bool *fptr=first.ptr();
			bool *usedptr=p_surface->skeleton_bone_used.ptr();

			for(int i=0;i<vs;i++) {

				Vector3 v = rv[i];
				for(int j=0;j<4;j++) {

					int idx = rb[i*4+j];
					float w = rw[i*4+j];
					if (w==0)
						continue;//break;
					ERR_FAIL_INDEX_V(idx,total_bones,ERR_INVALID_DATA);

					if (fptr[idx]) {
						bptr[idx].pos=v;
						fptr[idx]=false;
						any_valid=true;
					} else {
						bptr[idx].expand_to(v);
					}
					usedptr[idx]=true;
				}
			}
		}

		if (p_main && !any_valid) {

			p_surface->skeleton_bone_aabb.clear();
			p_surface->skeleton_bone_used.clear();
		}
	}

	return OK;
}



void RasterizerGLES2::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) {

	ERR_EXPLAIN("OpenGL Rasterizer does not support custom surfaces. Running on wrong platform?");
	ERR_FAIL();
}

Array RasterizerGLES2::mesh_get_surface_arrays(RID p_mesh,int p_surface) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,Array());
	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND_V( !surface, Array() );

	return surface->data;


}
Array RasterizerGLES2::mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const{

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,Array());
	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND_V( !surface, Array() );

	return surface->morph_data;

}


void RasterizerGLES2::mesh_set_morph_target_count(RID p_mesh,int p_amount) {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND(!mesh);
	ERR_FAIL_COND( mesh->surfaces.size()!=0 );

	mesh->morph_target_count=p_amount;

}

int RasterizerGLES2::mesh_get_morph_target_count(RID p_mesh) const{

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,-1);

	return mesh->morph_target_count;

}

void RasterizerGLES2::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode) {

	ERR_FAIL_INDEX(p_mode,2);
	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND(!mesh);

	mesh->morph_target_mode=p_mode;

}

VS::MorphTargetMode RasterizerGLES2::mesh_get_morph_target_mode(RID p_mesh) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED);

	return mesh->morph_target_mode;

}



void RasterizerGLES2::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned) {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND(!mesh);
	ERR_FAIL_INDEX(p_surface, mesh->surfaces.size() );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND( !surface);

	if (surface->material_owned && surface->material.is_valid())
		free(surface->material);

	surface->material_owned=p_owned;

	surface->material=p_material;
}

RID RasterizerGLES2::mesh_surface_get_material(RID p_mesh, int p_surface) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,RID());
	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID() );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND_V( !surface, RID() );

	return surface->material;
}

int RasterizerGLES2::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,-1);
	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND_V( !surface, -1 );

	return surface->array_len;
}
int RasterizerGLES2::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,-1);
	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND_V( !surface, -1 );

	return surface->index_array_len;
}
uint32_t RasterizerGLES2::mesh_surface_get_format(RID p_mesh, int p_surface) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,0);
	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0 );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND_V( !surface, 0 );

	return surface->format;
}
VS::PrimitiveType RasterizerGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_POINTS);
	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND_V( !surface, VS::PRIMITIVE_POINTS );

	return surface->primitive;
}

void RasterizerGLES2::mesh_remove_surface(RID p_mesh,int p_index) {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND(!mesh);
	ERR_FAIL_INDEX(p_index, mesh->surfaces.size() );
	Surface *surface = mesh->surfaces[p_index];
	ERR_FAIL_COND( !surface);

	if (surface->vertex_id)
		glDeleteBuffers(1,&surface->vertex_id);
	if (surface->index_id)
		glDeleteBuffers(1,&surface->index_id);


	if (mesh->morph_target_count) {
		for(int i=0;i<mesh->morph_target_count;i++)
			memfree(surface->morph_targets_local[i].array);
		memfree( surface->morph_targets_local );
	}

	memdelete( mesh->surfaces[p_index] );
	mesh->surfaces.remove(p_index);

}
int RasterizerGLES2::mesh_get_surface_count(RID p_mesh) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,-1);

	return mesh->surfaces.size();
}

AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,AABB());

	if (mesh->custom_aabb!=AABB())
		return mesh->custom_aabb;

	Skeleton *sk=NULL;
	if (p_skeleton.is_valid())
		sk=skeleton_owner.get(p_skeleton);

	AABB aabb;
	if (sk && sk->bones.size()!=0) {


		for (int i=0;i<mesh->surfaces.size();i++) {

			AABB laabb;
			if (mesh->surfaces[i]->format&VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) {


				int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
				const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
				const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();

				int sbs = sk->bones.size();
				ERR_CONTINUE(bs>sbs);
				Skeleton::Bone *skb = sk->bones.ptr();

				bool first=true;
				for(int j=0;j<bs;j++) {

					if (!skused[j])
						continue;
					AABB baabb = skb[ j ].transform_aabb ( skbones[j] );
					if (first) {
						laabb=baabb;
						first=false;
					} else {
						laabb.merge_with(baabb);
					}
				}

			} else {

				laabb=mesh->surfaces[i]->aabb;
			}

			if (i==0)
				aabb=laabb;
			else
				aabb.merge_with(laabb);
		}
	} else {

		for (int i=0;i<mesh->surfaces.size();i++) {

			if (i==0)
				aabb=mesh->surfaces[i]->aabb;
			else
				aabb.merge_with(mesh->surfaces[i]->aabb);
		}

	}

	return aabb;
}


void RasterizerGLES2::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb) {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND(!mesh);

	mesh->custom_aabb=p_aabb;

}

AABB RasterizerGLES2::mesh_get_custom_aabb(RID p_mesh) const {

	const Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,AABB());

	return mesh->custom_aabb;
}
/* MULTIMESH API */

RID RasterizerGLES2::multimesh_create() {

	return multimesh_owner.make_rid( memnew( MultiMesh ));
}

void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh,int p_count) {

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND(!multimesh);

	//multimesh->elements.clear(); // make sure to delete everything, so it "fails" in all implementations

	if (use_texture_instancing) {

		if (nearest_power_of_2(p_count)!=nearest_power_of_2(multimesh->elements.size())) {
			if (multimesh->tex_id) {
				glDeleteTextures(1,&multimesh->tex_id);
				multimesh->tex_id=0;
			}

			if (p_count) {

				uint32_t po2 = nearest_power_of_2(p_count);
				if (po2&0xAAAAAAAA) {
					//half width

					multimesh->tw=Math::sqrt(po2*2);
					multimesh->th=multimesh->tw/2;
				} else {

					multimesh->tw=Math::sqrt(po2);
					multimesh->th=multimesh->tw;

				}
				multimesh->tw*=4;
				if (multimesh->th==0)
					multimesh->th=1;



				glGenTextures(1, &multimesh->tex_id);
				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D,multimesh->tex_id);

#ifdef GLEW_ENABLED
				glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL);
#else
				glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL);
#endif
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
				glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
				glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
				//multimesh->pixel_size=1.0/ps;

				glBindTexture(GL_TEXTURE_2D,0);
			}

		}

		if (!multimesh->dirty_list.in_list()) {
			_multimesh_dirty_list.add(&multimesh->dirty_list);
		}

	}

	multimesh->elements.resize(p_count);

}
int RasterizerGLES2::multimesh_get_instance_count(RID p_multimesh) const {

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND_V(!multimesh,-1);

	return multimesh->elements.size();
}

void RasterizerGLES2::multimesh_set_mesh(RID p_multimesh,RID p_mesh) {

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND(!multimesh);

	multimesh->mesh=p_mesh;

}
void RasterizerGLES2::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) {

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND(!multimesh);
	multimesh->aabb=p_aabb;
}
void RasterizerGLES2::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) {

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND(!multimesh);
	ERR_FAIL_INDEX(p_index,multimesh->elements.size());
	MultiMesh::Element &e=multimesh->elements[p_index];

	e.matrix[0]=p_transform.basis.elements[0][0];
	e.matrix[1]=p_transform.basis.elements[1][0];
	e.matrix[2]=p_transform.basis.elements[2][0];
	e.matrix[3]=0;
	e.matrix[4]=p_transform.basis.elements[0][1];
	e.matrix[5]=p_transform.basis.elements[1][1];
	e.matrix[6]=p_transform.basis.elements[2][1];
	e.matrix[7]=0;
	e.matrix[8]=p_transform.basis.elements[0][2];
	e.matrix[9]=p_transform.basis.elements[1][2];
	e.matrix[10]=p_transform.basis.elements[2][2];
	e.matrix[11]=0;
	e.matrix[12]=p_transform.origin.x;
	e.matrix[13]=p_transform.origin.y;
	e.matrix[14]=p_transform.origin.z;
	e.matrix[15]=1;

	if (!multimesh->dirty_list.in_list()) {
		_multimesh_dirty_list.add(&multimesh->dirty_list);
	}

}
void RasterizerGLES2::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) {

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND(!multimesh)
	ERR_FAIL_INDEX(p_index,multimesh->elements.size());
	MultiMesh::Element &e=multimesh->elements[p_index];
	e.color[0]=CLAMP(p_color.r*255,0,255);
	e.color[1]=CLAMP(p_color.g*255,0,255);
	e.color[2]=CLAMP(p_color.b*255,0,255);
	e.color[3]=CLAMP(p_color.a*255,0,255);

	if (!multimesh->dirty_list.in_list()) {
		_multimesh_dirty_list.add(&multimesh->dirty_list);
	}

}

RID RasterizerGLES2::multimesh_get_mesh(RID p_multimesh) const {

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND_V(!multimesh,RID());

	return multimesh->mesh;
}
AABB RasterizerGLES2::multimesh_get_aabb(RID p_multimesh) const {

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND_V(!multimesh,AABB());

	return multimesh->aabb;
}

Transform RasterizerGLES2::multimesh_instance_get_transform(RID p_multimesh,int p_index) const {

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND_V(!multimesh,Transform());

	ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Transform());
	MultiMesh::Element &e=multimesh->elements[p_index];

	Transform tr;

	tr.basis.elements[0][0]=e.matrix[0];
	tr.basis.elements[1][0]=e.matrix[1];
	tr.basis.elements[2][0]=e.matrix[2];
	tr.basis.elements[0][1]=e.matrix[4];
	tr.basis.elements[1][1]=e.matrix[5];
	tr.basis.elements[2][1]=e.matrix[6];
	tr.basis.elements[0][2]=e.matrix[8];
	tr.basis.elements[1][2]=e.matrix[9];
	tr.basis.elements[2][2]=e.matrix[10];
	tr.origin.x=e.matrix[12];
	tr.origin.y=e.matrix[13];
	tr.origin.z=e.matrix[14];

	return tr;
}
Color RasterizerGLES2::multimesh_instance_get_color(RID p_multimesh,int p_index) const {

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND_V(!multimesh,Color());
	ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Color());
	MultiMesh::Element &e=multimesh->elements[p_index];
	Color c;
	c.r=e.color[0]/255.0;
	c.g=e.color[1]/255.0;
	c.b=e.color[2]/255.0;
	c.a=e.color[3]/255.0;

	return c;

}

void RasterizerGLES2::multimesh_set_visible_instances(RID p_multimesh,int p_visible) {

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND(!multimesh);
	multimesh->visible=p_visible;

}

int RasterizerGLES2::multimesh_get_visible_instances(RID p_multimesh) const {

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND_V(!multimesh,-1);
	return multimesh->visible;

}

/* IMMEDIATE API */


RID RasterizerGLES2::immediate_create() {

	Immediate *im = memnew( Immediate );
	return immediate_owner.make_rid(im);

}

void RasterizerGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture){

	Immediate *im = immediate_owner.get(p_immediate);
	ERR_FAIL_COND(!im);
	ERR_FAIL_COND(im->building);

	Immediate::Chunk ic;
	ic.texture=p_texture;
	ic.primitive=p_rimitive;
	im->chunks.push_back(ic);
	im->mask=0;
	im->building=true;


}
void RasterizerGLES2::immediate_vertex(RID p_immediate,const Vector3& p_vertex){

	Immediate *im = immediate_owner.get(p_immediate);
	ERR_FAIL_COND(!im);
	ERR_FAIL_COND(!im->building);

	Immediate::Chunk *c = &im->chunks.back()->get();


	if (c->vertices.empty() && im->chunks.size()==1) {

		im->aabb.pos=p_vertex;
		im->aabb.size=Vector3();
	} else {
		im->aabb.expand_to(p_vertex);
	}

	if (im->mask&VS::ARRAY_FORMAT_NORMAL)
		c->normals.push_back(chunk_normal);
	if (im->mask&VS::ARRAY_FORMAT_TANGENT)
		c->tangents.push_back(chunk_tangent);
	if (im->mask&VS::ARRAY_FORMAT_COLOR)
		c->colors.push_back(chunk_color);
	if (im->mask&VS::ARRAY_FORMAT_TEX_UV)
		c->uvs.push_back(chunk_uv);
	if (im->mask&VS::ARRAY_FORMAT_TEX_UV2)
		c->uvs2.push_back(chunk_uv2);
	im->mask|=VS::ARRAY_FORMAT_VERTEX;
	c->vertices.push_back(p_vertex);

}


void RasterizerGLES2::immediate_normal(RID p_immediate,const Vector3& p_normal){

	Immediate *im = immediate_owner.get(p_immediate);
	ERR_FAIL_COND(!im);
	ERR_FAIL_COND(!im->building);

	im->mask|=VS::ARRAY_FORMAT_NORMAL;
	chunk_normal=p_normal;

}
void RasterizerGLES2::immediate_tangent(RID p_immediate,const Plane& p_tangent){

	Immediate *im = immediate_owner.get(p_immediate);
	ERR_FAIL_COND(!im);
	ERR_FAIL_COND(!im->building);

	im->mask|=VS::ARRAY_FORMAT_TANGENT;
	chunk_tangent=p_tangent;

}
void RasterizerGLES2::immediate_color(RID p_immediate,const Color& p_color){

	Immediate *im = immediate_owner.get(p_immediate);
	ERR_FAIL_COND(!im);
	ERR_FAIL_COND(!im->building);

	im->mask|=VS::ARRAY_FORMAT_COLOR;
	chunk_color=p_color;

}
void RasterizerGLES2::immediate_uv(RID p_immediate,const Vector2& tex_uv){

	Immediate *im = immediate_owner.get(p_immediate);
	ERR_FAIL_COND(!im);
	ERR_FAIL_COND(!im->building);

	im->mask|=VS::ARRAY_FORMAT_TEX_UV;
	chunk_uv=tex_uv;

}
void RasterizerGLES2::immediate_uv2(RID p_immediate,const Vector2& tex_uv){

	Immediate *im = immediate_owner.get(p_immediate);
	ERR_FAIL_COND(!im);
	ERR_FAIL_COND(!im->building);

	im->mask|=VS::ARRAY_FORMAT_TEX_UV2;
	chunk_uv2=tex_uv;

}

void RasterizerGLES2::immediate_end(RID p_immediate){

	Immediate *im = immediate_owner.get(p_immediate);
	ERR_FAIL_COND(!im);
	ERR_FAIL_COND(!im->building);

	im->building=false;

}
void RasterizerGLES2::immediate_clear(RID p_immediate) {

	Immediate *im = immediate_owner.get(p_immediate);
	ERR_FAIL_COND(!im);
	ERR_FAIL_COND(im->building);

	im->chunks.clear();
}

AABB RasterizerGLES2::immediate_get_aabb(RID p_immediate) const {

	Immediate *im = immediate_owner.get(p_immediate);
	ERR_FAIL_COND_V(!im,AABB());
	return im->aabb;
}

void RasterizerGLES2::immediate_set_material(RID p_immediate,RID p_material) {

	Immediate *im = immediate_owner.get(p_immediate);
	ERR_FAIL_COND(!im);
	im->material=p_material;

}

RID RasterizerGLES2::immediate_get_material(RID p_immediate) const {

	const Immediate *im = immediate_owner.get(p_immediate);
	ERR_FAIL_COND_V(!im,RID());
	return im->material;

}


/* PARTICLES API */

RID RasterizerGLES2::particles_create() {

	Particles *particles = memnew( Particles );
	ERR_FAIL_COND_V(!particles,RID());
	return particles_owner.make_rid(particles);
}

void RasterizerGLES2::particles_set_amount(RID p_particles, int p_amount) {

	ERR_FAIL_COND(p_amount<1);
	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	particles->data.amount=p_amount;

}

int RasterizerGLES2::particles_get_amount(RID p_particles) const {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,-1);
	return particles->data.amount;

}

void RasterizerGLES2::particles_set_emitting(RID p_particles, bool p_emitting) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	particles->data.emitting=p_emitting;

}
bool RasterizerGLES2::particles_is_emitting(RID p_particles) const {

	const Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,false);
	return particles->data.emitting;

}

void RasterizerGLES2::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	particles->data.visibility_aabb=p_visibility;

}

void RasterizerGLES2::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);

	particles->data.emission_half_extents=p_half_extents;
}
Vector3 RasterizerGLES2::particles_get_emission_half_extents(RID p_particles) const {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,Vector3());

	return particles->data.emission_half_extents;
}

void RasterizerGLES2::particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);

	particles->data.emission_base_velocity=p_base_velocity;
}

Vector3 RasterizerGLES2::particles_get_emission_base_velocity(RID p_particles) const {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,Vector3());

	return particles->data.emission_base_velocity;
}


void RasterizerGLES2::particles_set_emission_points(RID p_particles, const PoolVector<Vector3>& p_points) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);

	particles->data.emission_points=p_points;
}

PoolVector<Vector3> RasterizerGLES2::particles_get_emission_points(RID p_particles) const {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,PoolVector<Vector3>());

	return particles->data.emission_points;

}

void RasterizerGLES2::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);

	particles->data.gravity_normal=p_normal;

}
Vector3 RasterizerGLES2::particles_get_gravity_normal(RID p_particles) const {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,Vector3());

	return particles->data.gravity_normal;
}


AABB RasterizerGLES2::particles_get_visibility_aabb(RID p_particles) const {

	const Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,AABB());
	return particles->data.visibility_aabb;

}

void RasterizerGLES2::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) {

	ERR_FAIL_INDEX(p_variable,VS::PARTICLE_VAR_MAX);

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	particles->data.particle_vars[p_variable]=p_value;

}
float RasterizerGLES2::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {

	const Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,-1);
	return particles->data.particle_vars[p_variable];
}

void RasterizerGLES2::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	particles->data.particle_randomness[p_variable]=p_randomness;

}
float RasterizerGLES2::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {

	const Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,-1);
	return particles->data.particle_randomness[p_variable];

}

void RasterizerGLES2::particles_set_color_phases(RID p_particles, int p_phases) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	ERR_FAIL_COND( p_phases<0 || p_phases>VS::MAX_PARTICLE_COLOR_PHASES );
	particles->data.color_phase_count=p_phases;

}
int RasterizerGLES2::particles_get_color_phases(RID p_particles) const {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,-1);
	return particles->data.color_phase_count;
}


void RasterizerGLES2::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {

	ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
	if (p_pos<0.0)
		p_pos=0.0;
	if (p_pos>1.0)
		p_pos=1.0;

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	particles->data.color_phases[p_phase].pos=p_pos;

}
float RasterizerGLES2::particles_get_color_phase_pos(RID p_particles, int p_phase) const {

	ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, -1.0);

	const Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,-1);
	return particles->data.color_phases[p_phase].pos;

}

void RasterizerGLES2::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) {

	ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	particles->data.color_phases[p_phase].color=p_color;

	//update alpha
	particles->has_alpha=false;
	for(int i=0;i<VS::MAX_PARTICLE_COLOR_PHASES;i++) {
		if (particles->data.color_phases[i].color.a<0.99)
			particles->has_alpha=true;
	}

}

Color RasterizerGLES2::particles_get_color_phase_color(RID p_particles, int p_phase) const {

	ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, Color());

	const Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,Color());
	return particles->data.color_phases[p_phase].color;

}

void RasterizerGLES2::particles_set_attractors(RID p_particles, int p_attractors) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	ERR_FAIL_COND( p_attractors<0 || p_attractors>VisualServer::MAX_PARTICLE_ATTRACTORS );
	particles->data.attractor_count=p_attractors;

}
int RasterizerGLES2::particles_get_attractors(RID p_particles) const {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,-1);
	return particles->data.attractor_count;
}

void RasterizerGLES2::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count);
	particles->data.attractors[p_attractor].pos=p_pos;
}
Vector3 RasterizerGLES2::particles_get_attractor_pos(RID p_particles,int p_attractor) const {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,Vector3());
	ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,Vector3());
	return particles->data.attractors[p_attractor].pos;
}

void RasterizerGLES2::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count);
	particles->data.attractors[p_attractor].force=p_force;
}

float RasterizerGLES2::particles_get_attractor_strength(RID p_particles,int p_attractor) const {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,0);
	ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,0);
	return particles->data.attractors[p_attractor].force;
}

void RasterizerGLES2::particles_set_material(RID p_particles, RID p_material,bool p_owned) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	if (particles->material_owned && particles->material.is_valid())
		free(particles->material);

	particles->material_owned=p_owned;

	particles->material=p_material;

}
RID RasterizerGLES2::particles_get_material(RID p_particles) const {

	const Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,RID());
	return particles->material;

}

void RasterizerGLES2::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	particles->data.local_coordinates=p_enable;

}

bool RasterizerGLES2::particles_is_using_local_coordinates(RID p_particles) const {

	const Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,false);
	return particles->data.local_coordinates;
}
bool RasterizerGLES2::particles_has_height_from_velocity(RID p_particles) const {

	const Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,false);
	return particles->data.height_from_velocity;
}

void RasterizerGLES2::particles_set_height_from_velocity(RID p_particles, bool p_enable) {

	Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND(!particles);
	particles->data.height_from_velocity=p_enable;

}

AABB RasterizerGLES2::particles_get_aabb(RID p_particles) const {

	const Particles* particles = particles_owner.get( p_particles );
	ERR_FAIL_COND_V(!particles,AABB());
	return particles->data.visibility_aabb;
}

/* SKELETON API */

RID RasterizerGLES2::skeleton_create() {

	Skeleton *skeleton = memnew( Skeleton );
	ERR_FAIL_COND_V(!skeleton,RID());
	return skeleton_owner.make_rid( skeleton );
}
void RasterizerGLES2::skeleton_resize(RID p_skeleton,int p_bones) {

	Skeleton *skeleton = skeleton_owner.get( p_skeleton );
	ERR_FAIL_COND(!skeleton);
	if (p_bones == skeleton->bones.size()) {
		return;
	};
	if (use_hw_skeleton_xform) {

		if (nearest_power_of_2(p_bones)!=nearest_power_of_2(skeleton->bones.size())) {
			if (skeleton->tex_id) {
				glDeleteTextures(1,&skeleton->tex_id);
				skeleton->tex_id=0;
			}

			if (p_bones) {

				glGenTextures(1, &skeleton->tex_id);
				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D,skeleton->tex_id);
				int ps = nearest_power_of_2(p_bones*3);
#ifdef GLEW_ENABLED
				glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr());
#else
				glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr());
#endif
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
				glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
				glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
				skeleton->pixel_size=1.0/ps;

				glBindTexture(GL_TEXTURE_2D,0);
			}

		}

		if (!skeleton->dirty_list.in_list()) {
			_skeleton_dirty_list.add(&skeleton->dirty_list);
		}

	}
	skeleton->bones.resize(p_bones);

}
int RasterizerGLES2::skeleton_get_bone_count(RID p_skeleton) const {

	Skeleton *skeleton = skeleton_owner.get( p_skeleton );
	ERR_FAIL_COND_V(!skeleton, -1);
	return skeleton->bones.size();
}
void RasterizerGLES2::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) {

	Skeleton *skeleton = skeleton_owner.get( p_skeleton );
	ERR_FAIL_COND(!skeleton);
	ERR_FAIL_INDEX( p_bone, skeleton->bones.size() );

	Skeleton::Bone &b = skeleton->bones[p_bone];

	b.mtx[0][0]=p_transform.basis[0][0];
	b.mtx[0][1]=p_transform.basis[1][0];
	b.mtx[0][2]=p_transform.basis[2][0];
	b.mtx[1][0]=p_transform.basis[0][1];
	b.mtx[1][1]=p_transform.basis[1][1];
	b.mtx[1][2]=p_transform.basis[2][1];
	b.mtx[2][0]=p_transform.basis[0][2];
	b.mtx[2][1]=p_transform.basis[1][2];
	b.mtx[2][2]=p_transform.basis[2][2];
	b.mtx[3][0]=p_transform.origin[0];
	b.mtx[3][1]=p_transform.origin[1];
	b.mtx[3][2]=p_transform.origin[2];

	if (skeleton->tex_id) {
		if (!skeleton->dirty_list.in_list()) {
			_skeleton_dirty_list.add(&skeleton->dirty_list);
		}
	}

}

Transform RasterizerGLES2::skeleton_bone_get_transform(RID p_skeleton,int p_bone) {

	Skeleton *skeleton = skeleton_owner.get( p_skeleton );
	ERR_FAIL_COND_V(!skeleton, Transform());
	ERR_FAIL_INDEX_V( p_bone, skeleton->bones.size(), Transform() );

	const Skeleton::Bone &b = skeleton->bones[p_bone];

	Transform t;
	t.basis[0][0]=b.mtx[0][0];
	t.basis[1][0]=b.mtx[0][1];
	t.basis[2][0]=b.mtx[0][2];
	t.basis[0][1]=b.mtx[1][0];
	t.basis[1][1]=b.mtx[1][1];
	t.basis[2][1]=b.mtx[1][2];
	t.basis[0][2]=b.mtx[2][0];
	t.basis[1][2]=b.mtx[2][1];
	t.basis[2][2]=b.mtx[2][2];
	t.origin[0]=b.mtx[3][0];
	t.origin[1]=b.mtx[3][1];
	t.origin[2]=b.mtx[3][2];

	return t;

}


/* LIGHT API */

RID RasterizerGLES2::light_create(VS::LightType p_type) {

	Light *light = memnew( Light );
	light->type=p_type;
	return light_owner.make_rid(light);
}

VS::LightType RasterizerGLES2::light_get_type(RID p_light) const {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI);
	return light->type;
}

void RasterizerGLES2::light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color) {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND(!light);
	ERR_FAIL_INDEX( p_type, 3 );
	light->colors[p_type]=p_color;
}
Color RasterizerGLES2::light_get_color(RID p_light,VS::LightColor p_type) const {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND_V(!light, Color());
	ERR_FAIL_INDEX_V( p_type, 3, Color() );
	return light->colors[p_type];
}

void RasterizerGLES2::light_set_shadow(RID p_light,bool p_enabled) {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND(!light);
	light->shadow_enabled=p_enabled;
}

bool RasterizerGLES2::light_has_shadow(RID p_light) const {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND_V(!light,false);
	return light->shadow_enabled;
}

void RasterizerGLES2::light_set_volumetric(RID p_light,bool p_enabled) {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND(!light);
	light->volumetric_enabled=p_enabled;

}
bool RasterizerGLES2::light_is_volumetric(RID p_light) const {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND_V(!light,false);
	return light->volumetric_enabled;
}

void RasterizerGLES2::light_set_projector(RID p_light,RID p_texture) {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND(!light);
	light->projector=p_texture;
}
RID RasterizerGLES2::light_get_projector(RID p_light) const {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND_V(!light,RID());
	return light->projector;
}

void RasterizerGLES2::light_set_var(RID p_light, VS::LightParam p_var, float p_value) {

	Light * light = light_owner.get( p_light );
	ERR_FAIL_COND(!light);
	ERR_FAIL_INDEX( p_var, VS::LIGHT_PARAM_MAX );

	light->vars[p_var]=p_value;
}
float RasterizerGLES2::light_get_var(RID p_light, VS::LightParam p_var) const {

	Light * light = light_owner.get( p_light );
	ERR_FAIL_COND_V(!light,0);

	ERR_FAIL_INDEX_V( p_var, VS::LIGHT_PARAM_MAX,0 );

	return light->vars[p_var];
}

void RasterizerGLES2::light_set_operator(RID p_light,VS::LightOp p_op) {

};

VS::LightOp RasterizerGLES2::light_get_operator(RID p_light) const {

	return VS::LightOp();
};

void RasterizerGLES2::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) {

	Light * light = light_owner.get( p_light );
	ERR_FAIL_COND(!light);

	light->omni_shadow_mode=p_mode;
}
VS::LightOmniShadowMode RasterizerGLES2::light_omni_get_shadow_mode(RID p_light) const {

	const Light * light = light_owner.get( p_light );
	ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_DEFAULT);

	return light->omni_shadow_mode;
}

void RasterizerGLES2::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode) {

	Light * light = light_owner.get( p_light );
	ERR_FAIL_COND(!light);

	light->directional_shadow_mode=p_mode;
}


VS::LightDirectionalShadowMode RasterizerGLES2::light_directional_get_shadow_mode(RID p_light) const {

	const Light * light = light_owner.get( p_light );
	ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);

	return light->directional_shadow_mode;
}

void RasterizerGLES2::light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value) {

	Light * light = light_owner.get( p_light );
	ERR_FAIL_COND(!light);

	light->directional_shadow_param[p_param]=p_value;
}

float RasterizerGLES2::light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const {

	const Light * light = light_owner.get( p_light );
	ERR_FAIL_COND_V(!light,0);
	return light->directional_shadow_param[p_param];
}


AABB RasterizerGLES2::light_get_aabb(RID p_light) const {

	Light *light = light_owner.get( p_light );
	ERR_FAIL_COND_V(!light,AABB());

	switch( light->type ) {

		case VS::LIGHT_SPOT: {

			float len=light->vars[VS::LIGHT_PARAM_RADIUS];
			float size=Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE]))*len;
			return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
		} break;
		case VS::LIGHT_OMNI: {

			float r = light->vars[VS::LIGHT_PARAM_RADIUS];
			return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 );
		} break;
		case VS::LIGHT_DIRECTIONAL: {

			return AABB();
		} break;
		default: {}
	}

	ERR_FAIL_V( AABB() );
}


RID RasterizerGLES2::light_instance_create(RID p_light) {

	Light *light = light_owner.get( p_light );
	ERR_FAIL_COND_V(!light, RID());

	LightInstance *light_instance = memnew( LightInstance );

	light_instance->light=p_light;
	light_instance->base=light;
	light_instance->last_pass=0;

	return light_instance_owner.make_rid( light_instance );
}
void RasterizerGLES2::light_instance_set_transform(RID p_light_instance,const Transform& p_transform) {

	LightInstance *lighti = light_instance_owner.get( p_light_instance );
	ERR_FAIL_COND(!lighti);
	lighti->transform=p_transform;

}


Rasterizer::ShadowType RasterizerGLES2::light_instance_get_shadow_type(RID p_light_instance, bool p_far) const {

	LightInstance *lighti = light_instance_owner.get( p_light_instance );
	ERR_FAIL_COND_V(!lighti,Rasterizer::SHADOW_NONE);

	switch(lighti->base->type) {

		case VS::LIGHT_DIRECTIONAL: {
			switch(lighti->base->directional_shadow_mode) {
				case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
					return SHADOW_ORTHOGONAL;
				} break;
				case VS::LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE:{
					return SHADOW_PSM;
				} break;
				case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
				case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:{
					return SHADOW_PSSM;
				} break;
			}

		}break;
		case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break;
		case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break;
	}

	return Rasterizer::SHADOW_NONE;
}

int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) const {

	LightInstance *lighti = light_instance_owner.get( p_light_instance );
	ERR_FAIL_COND_V(!lighti,0);

	if (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {

		return 4; // dp4
	} else if (lighti->base->type==VS::LIGHT_OMNI || (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)) {
		return 2; // dp
	} else
		return 1;
}

bool RasterizerGLES2::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const {

	return shadow_filter>=SHADOW_FILTER_ESM;
}

void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) {

	LightInstance *lighti = light_instance_owner.get( p_light_instance );
	ERR_FAIL_COND(!lighti);

	ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL);
	//ERR_FAIL_INDEX(p_index,1);

	lighti->custom_projection[p_index]=p_camera;
	lighti->custom_transform[p_index]=p_transform;
	lighti->shadow_split[p_index]=1.0/p_split_far;
#if 0
	if (p_index==0) {
		lighti->custom_projection=p_camera;
		lighti->custom_transform=p_transform;
		//Plane p(0,0,-p_split_far,1);
		//p=camera_projection.xform4(p);
		//lighti->shadow_split=p.normal.z/p.d;
		lighti->shadow_split=1.0/p_split_far;

		//lighti->shadow_split=-p_split_far;
	} else {

		lighti->custom_projection2=p_camera;
		lighti->custom_transform2=p_transform;
		lighti->shadow_split2=p_split_far;

	}
#endif
}

int RasterizerGLES2::light_instance_get_shadow_size(RID p_light_instance, int p_index) const{

	LightInstance *lighti = light_instance_owner.get( p_light_instance );
	ERR_FAIL_COND_V(!lighti,1);
	ERR_FAIL_COND_V(!lighti->near_shadow_buffer,256);
	return lighti->near_shadow_buffer->size/2;
}

void RasterizerGLES2::shadow_clear_near() {


	for(int i=0;i<near_shadow_buffers.size();i++) {

		if (near_shadow_buffers[i].owner)
			near_shadow_buffers[i].owner->clear_near_shadow_buffers();
	}

}

bool RasterizerGLES2::shadow_allocate_near(RID p_light) {

	if (!use_shadow_mapping || !use_framebuffers)
		return false;

	LightInstance *li = light_instance_owner.get(p_light);
	ERR_FAIL_COND_V(!li,false);
	ERR_FAIL_COND_V( li->near_shadow_buffer, false);

	int skip=0;
	if (framebuffer.active) {

		int sc = framebuffer.scale;
		while(sc>1) {
			sc/=2;
			skip++;
		}
	}

	for(int i=0;i<near_shadow_buffers.size();i++) {


		if (skip>0) {
			skip--;
			continue;
		}

		if (near_shadow_buffers[i].owner!=NULL)
			continue;

		near_shadow_buffers[i].owner=li;
		li->near_shadow_buffer=&near_shadow_buffers[i];
		return true;
	}

	return false;
}

bool RasterizerGLES2::shadow_allocate_far(RID p_light) {

	return false;
}


/* PARTICLES INSTANCE */

RID RasterizerGLES2::particles_instance_create(RID p_particles) {

	ERR_FAIL_COND_V(!particles_owner.owns(p_particles),RID());
	ParticlesInstance *particles_instance = memnew( ParticlesInstance );
	ERR_FAIL_COND_V(!particles_instance, RID() );
	particles_instance->particles=p_particles;
	return particles_instance_owner.make_rid(particles_instance);
}

void RasterizerGLES2::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) {

	ParticlesInstance *particles_instance=particles_instance_owner.get(p_particles_instance);
	ERR_FAIL_COND(!particles_instance);
	particles_instance->transform=p_transform;
}



RID RasterizerGLES2::viewport_data_create() {

	ViewportData *vd = memnew( ViewportData );

	glActiveTexture(GL_TEXTURE0);
	glGenFramebuffers(1, &vd->lum_fbo);
	glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo);

	GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
	GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
	GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;

	glGenTextures(1, &vd->lum_color);
	glBindTexture(GL_TEXTURE_2D, vd->lum_color);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	/*
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
			GL_RGBA, GL_UNSIGNED_BYTE, NULL);
	*/
	glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0,
		     format_luminance_components, format_luminance_type, NULL);

	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
			       GL_TEXTURE_2D, vd->lum_color, 0);


	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

	glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
	DEBUG_TEST_ERROR("Viewport Data Init");
	if (status != GL_FRAMEBUFFER_COMPLETE) {
		WARN_PRINT("Can't create framebuffer for vd");
	}

	return viewport_data_owner.make_rid(vd);
}

RID RasterizerGLES2::render_target_create(){

	RenderTarget *rt = memnew( RenderTarget );
	rt->fbo=0;
	rt->width=0;
	rt->height=0;
	rt->last_pass=0;

	Texture *texture = memnew(Texture);
	texture->active=false;
	texture->total_data_size=0;
	texture->render_target=rt;
	texture->ignore_mipmaps=true;
	rt->texture_ptr=texture;
	rt->texture=texture_owner.make_rid( texture );
	rt->texture_ptr->active=false;
	return render_target_owner.make_rid(rt);

}
void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int p_height){

	RenderTarget *rt = render_target_owner.get(p_render_target);

	if (p_width==rt->width && p_height==rt->height)
		return;

	if (rt->width!=0 && rt->height!=0) {

		glDeleteFramebuffers(1,&rt->fbo);
		glDeleteRenderbuffers(1,&rt->depth);
		glDeleteTextures(1,&rt->color);

		rt->fbo=0;
		rt->depth=0;
		rt->color=0;
		rt->width=0;
		rt->height=0;
		rt->texture_ptr->tex_id=0;
		rt->texture_ptr->active=false;

	}

	if (p_width==0 || p_height==0)
		return;


	rt->width=p_width;
	rt->height=p_height;

	//fbo
	glGenFramebuffers(1, &rt->fbo);
	glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);

	//depth
	if (!low_memory_2d) {
		glGenRenderbuffers(1, &rt->depth);
		glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );

		glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, rt->width,rt->height);

		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
	}

	//color
	glGenTextures(1, &rt->color);
	glBindTexture(GL_TEXTURE_2D, rt->color);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,  rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);

	if (rt->texture_ptr->flags&VS::TEXTURE_FLAG_FILTER) {

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	} else {

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	}
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);

	rt->texture_ptr->tex_id=rt->color;
	rt->texture_ptr->active=true;
	rt->texture_ptr->width=p_width;
	rt->texture_ptr->height=p_height;

#
	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

	if (status != GL_FRAMEBUFFER_COMPLETE) {

		glDeleteRenderbuffers(1,&rt->fbo);
		glDeleteTextures(1,&rt->depth);
		glDeleteTextures(1,&rt->color);
		rt->fbo=0;
		rt->width=0;
		rt->height=0;
		rt->color=0;
		rt->depth=0;
		rt->texture_ptr->tex_id=0;
		rt->texture_ptr->active=false;
		WARN_PRINT("Could not create framebuffer!!");
	}

	glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);

}

RID RasterizerGLES2::render_target_get_texture(RID p_render_target) const{

	const RenderTarget *rt = render_target_owner.get(p_render_target);
	ERR_FAIL_COND_V(!rt,RID());
	return rt->texture;
}
bool RasterizerGLES2::render_target_renedered_in_frame(RID p_render_target){

	RenderTarget *rt = render_target_owner.get(p_render_target);
	ERR_FAIL_COND_V(!rt,false);
	return rt->last_pass==frame;
}


/* RENDER API */
/* all calls (inside begin/end shadow) are always warranted to be in the following order: */





void RasterizerGLES2::begin_frame() {




	_update_framebuffer();

	glDepthFunc(GL_LEQUAL);
	glFrontFace(GL_CW);

	//fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting");
#ifdef TOOLS_ENABLED
	canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("display/use_2d_pixel_snap",false));
	shadow_filter=ShadowFilterTechnique(int(GlobalConfig::get_singleton()->get("rasterizer/shadow_filter")));
#endif

	canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF5,shadow_filter==SHADOW_FILTER_PCF5);
	canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF13,shadow_filter==SHADOW_FILTER_PCF13);
	canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);

	window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );

	double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec
	time/=1000.0; // make secs
	time_delta=time-last_time;
	last_time=time;
	frame++;

	_rinfo.vertex_count=0;
	_rinfo.object_count=0;
	_rinfo.mat_change_count=0;
	_rinfo.shader_change_count=0;
	_rinfo.ci_draw_commands=0;
	_rinfo.surface_count=0;
	_rinfo.draw_calls=0;


	_update_fixed_materials();
	while(_shader_dirty_list.first()) {

		_update_shader(_shader_dirty_list.first()->self());
	}

	while(_skeleton_dirty_list.first()) {


		Skeleton *s=_skeleton_dirty_list.first()->self();

		float *sk_float = (float*)skinned_buffer;
		for(int i=0;i<s->bones.size();i++) {

			float *m = &sk_float[i*12];
			const Skeleton::Bone &b=s->bones[i];
			m[0]=b.mtx[0][0];
			m[1]=b.mtx[1][0];
			m[2]=b.mtx[2][0];
			m[3]=b.mtx[3][0];

			m[4]=b.mtx[0][1];
			m[5]=b.mtx[1][1];
			m[6]=b.mtx[2][1];
			m[7]=b.mtx[3][1];

			m[8]=b.mtx[0][2];
			m[9]=b.mtx[1][2];
			m[10]=b.mtx[2][2];
			m[11]=b.mtx[3][2];


		}


		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,s->tex_id);
		glTexSubImage2D(GL_TEXTURE_2D,0,0,0,nearest_power_of_2(s->bones.size()*3),1,GL_RGBA,GL_FLOAT,sk_float);
		_skeleton_dirty_list.remove( _skeleton_dirty_list.first() );
	}

	while(_multimesh_dirty_list.first()) {


		MultiMesh *s=_multimesh_dirty_list.first()->self();

		float *sk_float = (float*)skinned_buffer;
		for(int i=0;i<s->elements.size();i++) {

			float *m = &sk_float[i*16];
			const float *im=s->elements[i].matrix;
			for(int j=0;j<16;j++) {
				m[j]=im[j];
			}

		}


		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D,s->tex_id);
		glTexSubImage2D(GL_TEXTURE_2D,0,0,0,s->tw,s->th,GL_RGBA,GL_FLOAT,sk_float);
		_multimesh_dirty_list.remove( _multimesh_dirty_list.first() );
	}


	draw_next_frame=false;
	//material_shader.set_uniform_default(MaterialShaderGLES2::SCREENZ_SCALE, Math::fmod(time, 3600.0));
	/* nehe ?*/

	//glClearColor(0,0,1,1);
	//glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
}

void RasterizerGLES2::capture_viewport(Image* r_capture) {
#if 0
	PoolVector<uint8_t> pixels;
	pixels.resize(viewport.width*viewport.height*3);
	PoolVector<uint8_t>::Write w = pixels.write();
#ifdef GLEW_ENABLED
	glReadBuffer(GL_COLOR_ATTACHMENT0);
#endif
	glPixelStorei(GL_PACK_ALIGNMENT, 1);
	if (current_rt)
		glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr() );
	else
		glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr());

	glPixelStorei(GL_PACK_ALIGNMENT, 4);

	w=PoolVector<uint8_t>::Write();

	r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGB8,pixels);
#else


	PoolVector<uint8_t> pixels;
	pixels.resize(viewport.width*viewport.height*4);
	PoolVector<uint8_t>::Write w = pixels.write();
	glPixelStorei(GL_PACK_ALIGNMENT, 4);

	//uint64_t time = OS::get_singleton()->get_ticks_usec();

	if (current_rt) {
#ifdef GLEW_ENABLED
		glReadBuffer(GL_COLOR_ATTACHMENT0);
#endif
		glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr() );
	} else {
		// back?
		glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr());
	}

	bool flip = current_rt==NULL;

	if (flip) {
		uint32_t *imgptr = (uint32_t*)w.ptr();
		for(int y=0;y<(viewport.height/2);y++) {

			uint32_t *ptr1 = &imgptr[y*viewport.width];
			uint32_t *ptr2 = &imgptr[(viewport.height-y-1)*viewport.width];

			for(int x=0;x<viewport.width;x++) {

				uint32_t tmp = ptr1[x];
				ptr1[x]=ptr2[x];
				ptr2[x]=tmp;
			}
		}
	}

	w=PoolVector<uint8_t>::Write();
	r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGBA8,pixels);
	//r_capture->flip_y();


#endif

}


void RasterizerGLES2::clear_viewport(const Color& p_color) {

	if (current_rt || using_canvas_bg) {

		glScissor( 0, 0, viewport.width, viewport.height );
	} else {
		glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
	}

	glEnable(GL_SCISSOR_TEST);
	glClearColor(p_color.r,p_color.g,p_color.b,p_color.a);
	glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
	glDisable(GL_SCISSOR_TEST);
};


void RasterizerGLES2::set_render_target(RID p_render_target, bool p_transparent_bg, bool p_vflip) {



	if (!p_render_target.is_valid()) {
		glBindFramebuffer(GL_FRAMEBUFFER,base_framebuffer);
		current_rt=NULL;
		current_rt_vflip=false;

	} else {
		RenderTarget *rt = render_target_owner.get(p_render_target);
		ERR_FAIL_COND(!rt);
		ERR_FAIL_COND(rt->fbo==0);
		glBindFramebuffer(GL_FRAMEBUFFER,rt->fbo);
		current_rt=rt;
		current_rt_transparent=p_transparent_bg;
		current_rt_vflip=!p_vflip;
	}

}

void RasterizerGLES2::set_viewport(const VS::ViewportRect& p_viewport) {

	viewport=p_viewport;
	//viewport.width/=2;
	//viewport.height/=2;
	//print_line("viewport: "+itos(p_viewport.x)+","+itos(p_viewport.y)+","+itos(p_viewport.width)+","+itos(p_viewport.height));

	if (current_rt) {

		glViewport( 0, 0,viewport.width, viewport.height );
	} else {
		glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
	}
}

void RasterizerGLES2::begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug) {


	current_debug=p_debug;
	opaque_render_list.clear();
	alpha_render_list.clear();
	light_instance_count=0;
	current_env = p_env.is_valid() ? environment_owner.get(p_env) : NULL;
	scene_pass++;
	last_light_id=0;
	directional_light_count=0;
	lights_use_shadow=false;
	texscreen_used=false;
	current_vd=viewport_data_owner.get(p_viewport_data);
	if (current_debug==VS::SCENARIO_DEBUG_WIREFRAME) {
#ifdef GLEW_ENABLED
		glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
#endif
	}

	//set state

	glCullFace(GL_FRONT);
	cull_front=true;
};

void RasterizerGLES2::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) {

	ERR_FAIL_COND(shadow);
	shadow = light_instance_owner.get(p_light_instance);
	shadow_pass=p_shadow_pass;
	ERR_FAIL_COND(!shadow);

	opaque_render_list.clear();
	alpha_render_list.clear();
	//pre_zpass_render_list.clear();
	light_instance_count=0;

	glCullFace(GL_FRONT);
	cull_front=true;

}

void RasterizerGLES2::set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint) {

	camera_transform=p_world;
	if (current_rt && current_rt_vflip) {
		camera_transform.basis.set_axis(1,-camera_transform.basis.get_axis(1));
	}
	camera_transform_inverse=camera_transform.inverse();
	camera_projection=p_projection;
	camera_plane = Plane( camera_transform.origin, -camera_transform.basis.get_axis(2) );
	camera_z_near=camera_projection.get_z_near();
	camera_z_far=camera_projection.get_z_far();
	camera_projection.get_viewport_size(camera_vp_size.x,camera_vp_size.y);
	camera_ortho=p_ortho_hint;
}

void RasterizerGLES2::add_light( RID p_light_instance ) {

#define LIGHT_FADE_TRESHOLD 0.05

	ERR_FAIL_COND( light_instance_count >= MAX_SCENE_LIGHTS );

	LightInstance *li = light_instance_owner.get(p_light_instance);
	ERR_FAIL_COND(!li);


	switch(li->base->type) {

		case VS::LIGHT_DIRECTIONAL: {

			ERR_FAIL_COND( directional_light_count >= RenderList::MAX_LIGHTS);
			directional_lights[directional_light_count++]=li;

			if (li->base->shadow_enabled) {
				CameraMatrix bias;
				bias.set_light_bias();

				int passes=light_instance_get_shadow_passes(p_light_instance);

				for(int i=0;i<passes;i++) {
					Transform modelview=Transform(camera_transform_inverse * li->custom_transform[i]).inverse();
					li->shadow_projection[i] = bias * li->custom_projection[i] * modelview;
				}

				lights_use_shadow=true;
			}
		} break;
		case VS::LIGHT_OMNI: {

			if (li->base->shadow_enabled) {
				li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse();
				lights_use_shadow=true;
			}
		} break;
		case VS::LIGHT_SPOT: {

			if (li->base->shadow_enabled) {
				CameraMatrix bias;
				bias.set_light_bias();
				Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
				li->shadow_projection[0] = bias * li->projection * modelview;
				lights_use_shadow=true;
			}
		} break;

	}


	/* make light hash */

	// actually, not really a hash, but helps to sort the lights
	// and avoid recompiling redudant shader versions


	li->last_pass=scene_pass;
	li->sort_key=light_instance_count;

	light_instances[light_instance_count++]=li;

}

void RasterizerGLES2::_update_shader( Shader* p_shader) const {

	_shader_dirty_list.remove( &p_shader->dirty_list );

	p_shader->valid=false;


	p_shader->uniforms.clear();
	Vector<StringName> uniform_names;

	String vertex_code;
	String vertex_globals;
	ShaderCompilerGLES2::Flags vertex_flags;
	ShaderCompilerGLES2::Flags fragment_flags;
	ShaderCompilerGLES2::Flags light_flags;

	if (p_shader->mode==VS::SHADER_MATERIAL) {
		Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms);
		if (err) {
			return; //invalid
		}
	} else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {

		Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms);
		if (err) {
			return; //invalid
		}

	}

	//print_line("compiled vertex: "+vertex_code);
	//print_line("compiled vertex globals: "+vertex_globals);

	//print_line("UCV: "+itos(p_shader->uniforms.size()));
	String fragment_code;
	String fragment_globals;

	if (p_shader->mode==VS::SHADER_MATERIAL) {
		Error err = shader_precompiler.compile(p_shader->fragment_code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
		if (err) {
			return; //invalid
		}
	} else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
		Error err = shader_precompiler.compile(p_shader->fragment_code,ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT,fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
		if (err) {
			return; //invalid
		}
	}


	String light_code;
	String light_globals;

	if (p_shader->mode==VS::SHADER_MATERIAL) {

		Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_MATERIAL_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms);
		if (err) {
			return; //invalid
		}
	} else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
		Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms);
		if (err) {
			return; //invalid
		}
	}

	fragment_globals+=light_globals; //both fragment anyway


	//print_line("compiled fragment: "+fragment_code);
	//("compiled fragment globals: "+fragment_globals);

	//print_line("UCF: "+itos(p_shader->uniforms.size()));

	int first_tex_index=0xFFFFF;
	p_shader->first_texture=StringName();

	for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_shader->uniforms.front();E;E=E->next()) {

		uniform_names.push_back("_"+String(E->key()));
		if (E->get().type==ShaderLanguage::TYPE_TEXTURE && E->get().order<first_tex_index) {
			p_shader->first_texture=E->key();
			first_tex_index=E->get().order;
		}
	}

	bool uses_time=false;

	if (p_shader->mode==VS::SHADER_MATERIAL) {
		//print_line("setting code to id.. "+itos(p_shader->custom_code_id));
		Vector<const char*> enablers;
		if (fragment_flags.use_color_interp || vertex_flags.use_color_interp)
			enablers.push_back("#define ENABLE_COLOR_INTERP\n");
		if (fragment_flags.use_uv_interp || vertex_flags.use_uv_interp)
			enablers.push_back("#define ENABLE_UV_INTERP\n");
		if (fragment_flags.use_uv2_interp || vertex_flags.use_uv2_interp)
			enablers.push_back("#define ENABLE_UV2_INTERP\n");
		if (fragment_flags.use_tangent_interp || vertex_flags.use_tangent_interp || fragment_flags.uses_normalmap)
			enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
		if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
			enablers.push_back("#define ENABLE_VAR1_INTERP\n");
		if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
			enablers.push_back("#define ENABLE_VAR2_INTERP\n");
		if (fragment_flags.uses_texscreen) {
			enablers.push_back("#define ENABLE_TEXSCREEN\n");
		}
		if (fragment_flags.uses_screen_uv) {
			enablers.push_back("#define ENABLE_SCREEN_UV\n");
		}
		if (fragment_flags.uses_discard) {
			enablers.push_back("#define ENABLE_DISCARD\n");
		}
		if (fragment_flags.uses_normalmap) {
			enablers.push_back("#define ENABLE_NORMALMAP\n");
		}
		if (light_flags.uses_light) {
			enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
		}
		if (light_flags.uses_shadow_color) {
			enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
		}
		if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
			enablers.push_back("#define USE_TIME\n");
			uses_time=true;
		}
		if (vertex_flags.vertex_code_writes_position) {
			enablers.push_back("#define VERTEX_SHADER_WRITE_POSITION\n");
		}

		material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
	} else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {

		Vector<const char*> enablers;

		if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
			enablers.push_back("#define USE_TIME\n");
			uses_time=true;
		}
		if (fragment_flags.uses_normal) {
			enablers.push_back("#define NORMAL_USED\n");
		}
		if (fragment_flags.uses_normalmap) {
			enablers.push_back("#define USE_NORMALMAP\n");
		}

		if (light_flags.uses_light) {
			enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
		}
		if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
			enablers.push_back("#define ENABLE_VAR1_INTERP\n");
		if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
			enablers.push_back("#define ENABLE_VAR2_INTERP\n");
		if (fragment_flags.uses_texscreen) {
			enablers.push_back("#define ENABLE_TEXSCREEN\n");
		}
		if (fragment_flags.uses_screen_uv) {
			enablers.push_back("#define ENABLE_SCREEN_UV\n");
		}
		if (fragment_flags.uses_texpixel_size) {
			enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
		}
		if (light_flags.uses_shadow_color) {
			enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
		}

		if (vertex_flags.uses_worldvec) {
			enablers.push_back("#define USE_WORLD_VEC\n");
		}
		canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);

		//postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
	}

	p_shader->valid=true;
	p_shader->has_alpha=fragment_flags.uses_alpha || fragment_flags.uses_texscreen;
	p_shader->writes_vertex=vertex_flags.vertex_code_writes_vertex;
	p_shader->uses_discard=fragment_flags.uses_discard;
	p_shader->has_texscreen=fragment_flags.uses_texscreen;
	p_shader->has_screen_uv=fragment_flags.uses_screen_uv;
	p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex;
	p_shader->uses_normal=fragment_flags.uses_normal || light_flags.uses_normal;
	p_shader->uses_time=uses_time;
	p_shader->uses_texpixel_size=fragment_flags.uses_texpixel_size;
	p_shader->version++;

}


void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner,int p_material) {

	Material *m=NULL;
	RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override :(p_material>=0?p_instance->materials[p_material]:p_geometry->material);

#ifdef DEBUG_ENABLED
	if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
		m_src=overdraw_material;
	}

#endif

	if (m_src)
		m=material_owner.get( m_src );

	if (!m) {
		m=material_owner.get( default_material );
	}

	ERR_FAIL_COND(!m);

	if (m->last_pass!=frame) {

		if (m->shader.is_valid()) {

			m->shader_cache=shader_owner.get(m->shader);
			if (m->shader_cache) {



				if (!m->shader_cache->valid) {
					m->shader_cache=NULL;
				} else {
					if (m->shader_cache->has_texscreen)
						texscreen_used=true;
				}
			} else {
				m->shader=RID();
			}

		} else {
			m->shader_cache=NULL;
		}

		m->last_pass=frame;
	}



	RenderList *render_list=NULL;

	bool has_base_alpha=(m->shader_cache && m->shader_cache->has_alpha);
	bool has_blend_alpha=m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || m->flags[VS::MATERIAL_FLAG_ONTOP];
	bool has_alpha = has_base_alpha || has_blend_alpha;


	if (shadow) {

		if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
			return; //bye

		if (!m->shader_cache || (!m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) {
			//shader does not use discard and does not write a vertex position, use generic material
			if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
				m = shadow_mat_double_sided_ptr;
			else
				m = shadow_mat_ptr;
			if (m->last_pass!=frame) {

				if (m->shader.is_valid()) {

					m->shader_cache=shader_owner.get(m->shader);
					if (m->shader_cache) {


						if (!m->shader_cache->valid)
							m->shader_cache=NULL;
					} else {
						m->shader=RID();
					}

				} else {
					m->shader_cache=NULL;
				}

				m->last_pass=frame;
			}
		}

		render_list = &opaque_render_list;
	/* notyet
		if (!m->shader_cache || m->shader_cache->can_zpass)
			render_list = &alpha_render_list;
		} else {
			render_list = &opaque_render_list;
		}*/

	} else {
		if (has_alpha) {
			render_list = &alpha_render_list;
		} else {
			render_list = &opaque_render_list;

		}
	}


	RenderList::Element *e = render_list->add_element();

	if (!e)
		return;

	e->geometry=p_geometry;
	e->geometry_cmp=p_geometry_cmp;
	e->material=m;
	e->instance=p_instance;
	if (camera_ortho) {
		e->depth=camera_plane.distance_to(p_instance->transform.origin);
	} else {
		e->depth=camera_transform.origin.distance_to(p_instance->transform.origin);
	}
	e->owner=p_owner;
	e->light_type=0;
	e->additive=false;
	e->additive_ptr=&e->additive;
	e->sort_flags=0;


	if (p_instance->skeleton.is_valid()) {
		e->skeleton=skeleton_owner.get(p_instance->skeleton);
		if (!e->skeleton)
			const_cast<InstanceData*>(p_instance)->skeleton=RID();
		else
			e->sort_flags|=RenderList::SORT_FLAG_SKELETON;
	} else {
		e->skeleton=NULL;

	}

	if (e->geometry->type==Geometry::GEOMETRY_MULTISURFACE)
		e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;


	e->mirror=p_instance->mirror;
	if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
		e->mirror=!e->mirror;

	//e->light_type=0xFF; // no lights!
	e->light_type=3; //light type 3 is no light?
	e->light=0xFFFF;

	if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {

		//if nothing exists, add this element as opaque too
		RenderList::Element *oe = opaque_render_list.add_element();

		if (!oe)
			return;

		memcpy(oe,e,sizeof(RenderList::Element));
		oe->additive_ptr=&oe->additive;
	}

	if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) {

		e->light_type=0x7F; //unshaded is zero
	} else {

		bool duplicate=false;


		for(int i=0;i<directional_light_count;i++) {
			uint16_t sort_key = directional_lights[i]->sort_key;
			uint8_t light_type = VS::LIGHT_DIRECTIONAL;
			if (directional_lights[i]->base->shadow_enabled) {
				light_type|=0x8;
				if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)
					light_type|=0x10;
				else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS)
					light_type|=0x30;

			}

			RenderList::Element *ec;
			if (duplicate) {

				ec = render_list->add_element();
				memcpy(ec,e,sizeof(RenderList::Element));
			} else {

				ec=e;
				duplicate=true;
			}

			ec->light_type=light_type;
			ec->light=sort_key;
			ec->additive_ptr=&e->additive;

		}


		const RID *liptr = p_instance->light_instances.ptr();
		int ilc=p_instance->light_instances.size();



		for(int i=0;i<ilc;i++) {

			LightInstance *li=light_instance_owner.get( liptr[i] );
			if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene
				continue;
			uint8_t light_type=li->base->type|0x40; //penalty to ensure directionals always go first
			if (li->base->shadow_enabled) {
				light_type|=0x8;
			}
			uint16_t sort_key =li->sort_key;

			RenderList::Element *ec;
			if (duplicate) {

				ec = render_list->add_element();
				memcpy(ec,e,sizeof(RenderList::Element));
			} else {

				duplicate=true;
				ec=e;
			}

			ec->light_type=light_type;
			ec->light=sort_key;
			ec->additive_ptr=&e->additive;

		}



	}

	DEBUG_TEST_ERROR("Add Geometry");

}

void RasterizerGLES2::add_mesh( const RID& p_mesh, const InstanceData *p_data) {

	Mesh *mesh = mesh_owner.get(p_mesh);
	ERR_FAIL_COND(!mesh);

	int ssize = mesh->surfaces.size();

	for (int i=0;i<ssize;i++) {

		int mat_idx = p_data->materials[i].is_valid() ? i : -1;
		Surface *s = mesh->surfaces[i];
		_add_geometry(s,p_data,s,NULL,mat_idx);
	}

	mesh->last_pass=frame;

}

void RasterizerGLES2::add_multimesh( const RID& p_multimesh, const InstanceData *p_data){

	MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
	ERR_FAIL_COND(!multimesh);

	if (!multimesh->mesh.is_valid())
		return;
	if (multimesh->elements.empty())
		return;

	Mesh *mesh = mesh_owner.get(multimesh->mesh);
	ERR_FAIL_COND(!mesh);

	int surf_count = mesh->surfaces.size();
	if (multimesh->last_pass!=scene_pass) {

		multimesh->cache_surfaces.resize(surf_count);
		for(int i=0;i<surf_count;i++) {

			multimesh->cache_surfaces[i].material=mesh->surfaces[i]->material;
			multimesh->cache_surfaces[i].has_alpha=mesh->surfaces[i]->has_alpha;
			multimesh->cache_surfaces[i].surface=mesh->surfaces[i];
		}

		multimesh->last_pass=scene_pass;
	}

	for(int i=0;i<surf_count;i++) {

		_add_geometry(&multimesh->cache_surfaces[i],p_data,multimesh->cache_surfaces[i].surface,multimesh);
	}


}

void RasterizerGLES2::add_immediate( const RID& p_immediate, const InstanceData *p_data) {


	Immediate *immediate = immediate_owner.get(p_immediate);
	ERR_FAIL_COND(!immediate);

	_add_geometry(immediate,p_data,immediate,NULL);

}


void RasterizerGLES2::add_particles( const RID& p_particle_instance, const InstanceData *p_data){

	//print_line("adding particles");
	ParticlesInstance *particles_instance = particles_instance_owner.get(p_particle_instance);
	ERR_FAIL_COND(!particles_instance);
	Particles *p=particles_owner.get( particles_instance->particles );
	ERR_FAIL_COND(!p);

	_add_geometry(p,p_data,p,particles_instance);
	draw_next_frame=true;

}

Color RasterizerGLES2::_convert_color(const Color& p_color) {

	if (current_env && current_env->fx_enabled[VS::ENV_FX_SRGB])
		return p_color.to_linear();
	else
		return p_color;
}

void RasterizerGLES2::_set_cull(bool p_front,bool p_reverse_cull) {

	bool front = p_front;
	if (p_reverse_cull)
		front=!front;

	if (front!=cull_front) {

		glCullFace(front?GL_FRONT:GL_BACK);
		cull_front=front;
	}
}


_FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_material) const {


	Map<StringName,Material::UniformData> old_mparams=p_material->shader_params;
	Map<StringName,Material::UniformData> &mparams=p_material->shader_params;
	mparams.clear();
	int idx=0;
	for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_material->shader_cache->uniforms.front();E;E=E->next()) {

		Material::UniformData ud;

		bool keep=true; //keep material value

		Map<StringName,Material::UniformData>::Element *OLD=old_mparams.find(E->key());
		bool has_old = OLD;
		bool old_inuse=has_old && old_mparams[E->key()].inuse;

		ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);

		if (!has_old || !old_inuse) {
			keep=false;
		}
		else if (OLD->get().value.get_type()!=E->value().default_value.get_type()) {

			if (OLD->get().value.get_type()==Variant::INT && E->get().type==ShaderLanguage::TYPE_FLOAT) {
				//handle common mistake using shaders (feeding ints instead of float)
				OLD->get().value=float(OLD->get().value);
				keep=true;
			} else if (!ud.istexture && E->value().default_value.get_type()!=Variant::NIL) {

				keep=false;
			}
			//type changed between old and new
			/*	if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
				if (E->value().default_value.get_type()!=Variant::_RID) //hackfor textures
					keep=false;
			} else if (!old_mparams[E->key()].value.is_num() || !E->value().default_value.get_type())
				keep=false;*/

			//value is invalid because type differs and default is not null
			;
		}


		if (keep) {
			ud.value=old_mparams[E->key()].value;

			//print_line("KEEP: "+String(E->key()));
		} else {
			if (ud.istexture && p_material->shader_cache->default_textures.has(E->key()))
				ud.value=p_material->shader_cache->default_textures[E->key()];
			else
				ud.value=E->value().default_value;
			old_inuse=false; //if reverted to default, obviously did not work

			/*
			print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key())));
			if (old_mparams.has(E->key()))
				print_line(" told "+Variant::get_type_name(old_mparams[E->key()].value.get_type())+" tnew "+Variant::get_type_name(E->value().default_value.get_type()));
			*/
		}


		ud.index=idx++;
		ud.inuse=old_inuse;
		mparams[E->key()]=ud;
	}

	p_material->shader_version=p_material->shader_cache->version;

}

bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material *p_material,bool p_no_const_light,bool p_opaque_pass) {

	if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) {
		glDisable(GL_CULL_FACE);
	} else {
		glEnable(GL_CULL_FACE);
	}

	//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);

	/*
	if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
		glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
	else
		glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
	*/

	if (p_material->line_width)
		glLineWidth(p_material->line_width);


	//all goes to false by default
	material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS,shadow!=NULL);
	material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,shadow_filter==SHADOW_FILTER_PCF5 || shadow_filter==SHADOW_FILTER_PCF13);
	material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13);
	material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);
	material_shader.set_conditional(MaterialShaderGLES2::USE_LIGHTMAP_ON_UV2,p_material->flags[VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2]);
	material_shader.set_conditional(MaterialShaderGLES2::USE_COLOR_ATTRIB_SRGB_TO_LINEAR,p_material->flags[VS::MATERIAL_FLAG_COLOR_ARRAY_SRGB] && current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);

	if (p_opaque_pass && p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA && p_material->shader_cache && p_material->shader_cache->has_alpha) {

		material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,true);
	} else {
		material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,false);

	}


	if (!shadow) {

		bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
		bool depth_write=p_material->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_NEVER && (p_opaque_pass || p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_ALWAYS);
		//bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]);

		if (current_depth_mask!=depth_write) {
			current_depth_mask=depth_write;
			glDepthMask( depth_write );

		}


		if (current_depth_test!=depth_test) {


			current_depth_test=depth_test;
			if(depth_test)
				glEnable(GL_DEPTH_TEST);
			else
				glDisable(GL_DEPTH_TEST);
		}


		material_shader.set_conditional(MaterialShaderGLES2::USE_FOG,current_env && current_env->fx_enabled[VS::ENV_FX_FOG]);
		//glDepthMask( true );
	}


	DEBUG_TEST_ERROR("Pre Shader Bind");

	bool rebind=false;

	if (p_material->shader_cache && p_material->shader_cache->valid) {

		/*
		// reduce amount of conditional compilations
		for(int i=0;i<_tex_version_count;i++)
			material_shader.set_conditional((MaterialShaderGLES2::Conditionals)_tex_version[i],false);
		*/


		//material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);

		if (p_material->shader_version!=p_material->shader_cache->version) {
			//shader changed somehow, must update uniforms

			_update_material_shader_params((Material*)p_material);

		}
		material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
		rebind = material_shader.bind();

		DEBUG_TEST_ERROR("Shader Bind");

		//set uniforms!
		int texcoord=0;
		for (Map<StringName,Material::UniformData>::Element *E=p_material->shader_params.front();E;E=E->next()) {


			if (E->get().index<0)
				continue;
			//print_line(String(E->key())+": "+E->get().value);
			if (E->get().istexture) {
				//clearly a texture..
				RID rid = E->get().value;
				int loc = material_shader.get_custom_uniform_location(E->get().index); //should be automatic..


				Texture *t=NULL;
				if (rid.is_valid()) {


					t=texture_owner.get(rid);
					if (!t) {
						E->get().value=RID(); //nullify, invalid texture
						rid=RID();
					}
				}

				glActiveTexture(GL_TEXTURE0+texcoord);
				glUniform1i(loc,texcoord); //TODO - this could happen automatically on compile...
				if (t) {
					if (t->render_target)
						t->render_target->last_pass=frame;
					if (E->key()==p_material->shader_cache->first_texture) {
						tc0_idx=texcoord;
						tc0_id_cache=t->tex_id;
					}
					glBindTexture(t->target,t->tex_id);
				} else
					glBindTexture(GL_TEXTURE_2D,white_tex); //no texture
				texcoord++;

			} else if (E->get().value.get_type()==Variant::COLOR){
				Color c = E->get().value;
				material_shader.set_custom_uniform(E->get().index,_convert_color(c));
			} else {
				material_shader.set_custom_uniform(E->get().index,E->get().value);
			}

		}


		if (p_material->shader_cache->has_texscreen && framebuffer.active) {
			material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
			material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(0,0,float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
			material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX,texcoord);
			glActiveTexture(GL_TEXTURE0+texcoord);
			glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);

		}
		if (p_material->shader_cache->has_screen_uv) {
			material_shader.set_uniform(MaterialShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
		}
		DEBUG_TEST_ERROR("Material arameters");

		if (p_material->shader_cache->uses_time) {
			material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,shader_time_rollback));
			draw_next_frame=true;
		}
			//if uses TIME - draw_next_frame=true


	} else {

		material_shader.set_custom_shader(0);
		rebind = material_shader.bind();

		DEBUG_TEST_ERROR("Shader bind2");
	}



	if (shadow) {

		float zofs = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET];
		float zslope = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE];
		if (shadow_pass>=1 && shadow->base->type==VS::LIGHT_DIRECTIONAL) {
			float m = Math::pow(shadow->base->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE],shadow_pass);
			zofs*=m;
			zslope*=m;
		}
		material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_OFFSET,zofs);
		material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_SLOPE_SCALE,zslope);
		if (shadow->base->type==VS::LIGHT_OMNI)
			material_shader.set_uniform(MaterialShaderGLES2::DUAL_PARABOLOID,shadow->dp);
		DEBUG_TEST_ERROR("Shadow uniforms");

	}


	if (current_env && current_env->fx_enabled[VS::ENV_FX_FOG]) {

		Color col_begin = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR];
		Color col_end = current_env->fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR];
		col_begin=_convert_color(col_begin);
		col_end=_convert_color(col_end);
		float from = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN];
		float zf = camera_z_far;
		float curve = current_env->fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION];
		material_shader.set_uniform(MaterialShaderGLES2::FOG_PARAMS,Vector3(from,zf,curve));
		material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_BEGIN,Vector3(col_begin.r,col_begin.g,col_begin.b));
		material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_END,Vector3(col_end.r,col_end.g,col_end.b));
	}



	//material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0));
	//if uses TIME - draw_next_frame=true

	return rebind;

}



void RasterizerGLES2::_setup_light(uint16_t p_light) {

	if (shadow)
		return;

	if (p_light==0xFFFF)
		return;

	enum {
		VL_LIGHT_POS,
		VL_LIGHT_DIR,
		VL_LIGHT_ATTENUATION,
		VL_LIGHT_SPOT_ATTENUATION,
		VL_LIGHT_DIFFUSE,
		VL_LIGHT_SPECULAR,
		VL_LIGHT_MAX
	};

	static const MaterialShaderGLES2::Uniforms light_uniforms[VL_LIGHT_MAX]={
		MaterialShaderGLES2::LIGHT_POS,
		MaterialShaderGLES2::LIGHT_DIRECTION,
		MaterialShaderGLES2::LIGHT_ATTENUATION,
		MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION,
		MaterialShaderGLES2::LIGHT_DIFFUSE,
		MaterialShaderGLES2::LIGHT_SPECULAR,
	};


	GLfloat light_data[VL_LIGHT_MAX][3];
	memset(light_data,0,(VL_LIGHT_MAX)*3*sizeof(GLfloat));

	LightInstance *li=light_instances[p_light];
	Light *l=li->base;

	Color col_diffuse=_convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]);
	Color col_specular=_convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]);

	for(int j=0;j<3;j++) {
		light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j];
		light_data[VL_LIGHT_SPECULAR][j]=col_specular[j];
	}

	if (l->type!=VS::LIGHT_OMNI) {

		Vector3 dir = -li->transform.get_basis().get_axis(2);
		dir = camera_transform_inverse.basis.xform(dir).normalized();
		for(int j=0;j<3;j++)
			light_data[VL_LIGHT_DIR][j]=dir[j];
	}


	if (l->type!=VS::LIGHT_DIRECTIONAL) {

		Vector3 pos = li->transform.get_origin();
		pos = camera_transform_inverse.xform(pos);
		for(int j=0;j<3;j++)
			light_data[VL_LIGHT_POS][j]=pos[j];
	}

	if (li->near_shadow_buffer) {

		glActiveTexture(GL_TEXTURE0+max_texture_units-1);
		glBindTexture(GL_TEXTURE_2D,li->near_shadow_buffer->depth);

		material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection[0]);
		material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size);
		material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,max_texture_units-1);
		if (shadow_filter==SHADOW_FILTER_ESM)
			material_shader.set_uniform(MaterialShaderGLES2::ESM_MULTIPLIER,float(li->base->vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]));

		if (li->base->type==VS::LIGHT_DIRECTIONAL) {

			if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {

				material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]);
				material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2]));
			} else if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {


				material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]);
				material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX3,li->shadow_projection[2]);
				material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX4,li->shadow_projection[3]);
				material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2]));

			}
			//print_line("shadow split: "+rtos(li->shadow_split));
		}

		material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING,li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]);
		//matrix

	}


	light_data[VL_LIGHT_ATTENUATION][0] = l->vars[VS::LIGHT_PARAM_ENERGY];

	if (l->type == VS::LIGHT_DIRECTIONAL) {
		light_data[VL_LIGHT_ATTENUATION][1] = l->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE];
	}
	else{
		light_data[VL_LIGHT_ATTENUATION][1] = l->vars[VS::LIGHT_PARAM_RADIUS];
	}

	light_data[VL_LIGHT_ATTENUATION][2] = l->vars[VS::LIGHT_PARAM_ATTENUATION];

	light_data[VL_LIGHT_SPOT_ATTENUATION][0]=Math::cos(Math::deg2rad(l->vars[VS::LIGHT_PARAM_SPOT_ANGLE]));
	light_data[VL_LIGHT_SPOT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION];


	//int uf = material_shader.get_uniform(MaterialShaderGLES2::LIGHT_PARAMS);
	for(int i=0;i<VL_LIGHT_MAX;i++) {
		glUniform3f( material_shader.get_uniform(light_uniforms[i]),light_data[i][0],light_data[i][1],light_data[i][2]);
	}

}


template<bool USE_NORMAL, bool USE_TANGENT,bool INPLACE>
void RasterizerGLES2::_skeleton_xform(const uint8_t * p_src_array, int p_src_stride, uint8_t * p_dst_array, int p_dst_stride, int p_elements,const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms) {

	uint32_t basesize = 3;
	if (USE_NORMAL)
		basesize+=3;
	if (USE_TANGENT)
		basesize+=4;

	uint32_t extra=(p_dst_stride-basesize*4);
	const int dstvec_size=3+(USE_NORMAL?3:0)+(USE_TANGENT?4:0);
	float dstcopy[dstvec_size];

	for(int i=0;i<p_elements;i++) {

		uint32_t ss = p_src_stride*i;
		uint32_t ds = p_dst_stride*i;
		const uint16_t *bi = (const uint16_t*)&p_src_bones[ss];
		const float *bw = (const float *)&p_src_weights[ss];
		const float *src_vec=(const float *)&p_src_array[ss];
		float *dst_vec;
		if (INPLACE)
			dst_vec=dstcopy;
		else
			dst_vec=(float*)&p_dst_array[ds];

		dst_vec[0]=0.0;
		dst_vec[1]=0.0;
		dst_vec[2]=0.0;
		//conditionals simply removed by optimizer
		if (USE_NORMAL) {

			dst_vec[3]=0.0;
			dst_vec[4]=0.0;
			dst_vec[5]=0.0;

			if (USE_TANGENT) {

				dst_vec[6]=0.0;
				dst_vec[7]=0.0;
				dst_vec[8]=0.0;
				dst_vec[9]=src_vec[9];
			}
		} else {

			if (USE_TANGENT) {

				dst_vec[3]=0.0;
				dst_vec[4]=0.0;
				dst_vec[5]=0.0;
				dst_vec[6]=src_vec[6];
			}
		}


#define _XFORM_BONE(m_idx)\
		if (bw[m_idx]==0)\
			goto end;\
		p_bone_xforms[bi[m_idx]].transform_add_mul3(&src_vec[0],&dst_vec[0],bw[m_idx]);\
		if (USE_NORMAL) {\
			p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\
			if (USE_TANGENT) {\
				p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[6],&dst_vec[6],bw[m_idx]);\
			}\
		} else {\
			if (USE_TANGENT) {\
				p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\
			}\
		}

		_XFORM_BONE(0);
		_XFORM_BONE(1);
		_XFORM_BONE(2);
		_XFORM_BONE(3);

		end:

		if (INPLACE) {

			const uint8_t *esp =(const uint8_t*) dstcopy;
			uint8_t *edp =(uint8_t*)&p_dst_array[ds];


			for(uint32_t j=0;j<dstvec_size*4;j++) {

				edp[j]=esp[j];
			}

		} else {
			//copy extra stuff
			const uint8_t *esp =(const uint8_t*) &src_vec[basesize];
			uint8_t *edp =(uint8_t*) &dst_vec[basesize];


			for(uint32_t j=0;j<extra;j++) {

				edp[j]=esp[j];
			}
		}
	}
}


Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Material* p_material, const Skeleton *p_skeleton,const float *p_morphs) {


	switch(p_geometry->type) {

		case Geometry::GEOMETRY_MULTISURFACE:
		case Geometry::GEOMETRY_SURFACE: {

			const Surface *surf=NULL;
			if (p_geometry->type==Geometry::GEOMETRY_SURFACE)
				surf=static_cast<const Surface*>(p_geometry);
			else if (p_geometry->type==Geometry::GEOMETRY_MULTISURFACE)
				surf=static_cast<const MultiMeshSurface*>(p_geometry)->surface;


			if (surf->format != surf->configured_format) {
				if (OS::get_singleton()->is_stdout_verbose()) {

					print_line("has format: "+itos(surf->format));
					print_line("configured format: "+itos(surf->configured_format));
				}
				ERR_EXPLAIN("Missing arrays (not set) in surface");
			}
			ERR_FAIL_COND_V( surf->format != surf->configured_format, ERR_UNCONFIGURED );
			uint8_t *base=0;
			int stride=surf->stride;
			bool use_VBO = (surf->array_local==0);
			_setup_geometry_vinfo=surf->array_len;

			bool skeleton_valid = p_skeleton && (surf->format&VS::ARRAY_FORMAT_BONES) && (surf->format&VS::ARRAY_FORMAT_WEIGHTS) && !p_skeleton->bones.empty() && p_skeleton->bones.size() > surf->max_bone;
			/*
			if (surf->packed) {
				float scales[4]={surf->vertex_scale,surf->uv_scale,surf->uv2_scale,0.0};
				glVertexAttrib4fv( 7, scales );
			} else {
				glVertexAttrib4f( 7, 1,1,1,1 );

			}*/

			if (!use_VBO) {

				DEBUG_TEST_ERROR("Draw NO VBO");

				base = surf->array_local;
				glBindBuffer(GL_ARRAY_BUFFER, 0);
				bool can_copy_to_local=surf->local_stride * surf->array_len <= skinned_buffer_size;
				if (p_morphs && surf->stride * surf->array_len > skinned_buffer_size)
					can_copy_to_local=false;


				if (!can_copy_to_local)
					skeleton_valid=false;

				/* compute morphs */

				if (p_morphs && surf->morph_target_count && can_copy_to_local) {



					base = skinned_buffer;
					stride=surf->local_stride;

					//copy all first
					float coef=1.0;

					for(int i=0;i<surf->morph_target_count;i++) {
						if (surf->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED)
							coef-=p_morphs[i];
						ERR_FAIL_COND_V( surf->morph_format != surf->morph_targets_local[i].configured_format, ERR_INVALID_DATA );

					}

					int16_t coeffp = CLAMP(coef*255,0,255);


					for(int i=0;i<VS::ARRAY_MAX-1;i++) {

						const Surface::ArrayData& ad=surf->array[i];
						if (ad.size==0)
							continue;

						int ofs = ad.ofs;
						int src_stride=surf->stride;
						int dst_stride=skeleton_valid?surf->stride:surf->local_stride;
						int count = surf->array_len;

						if (!skeleton_valid && i>=VS::ARRAY_MAX-3)
							break;


						switch(i) {

							case VS::ARRAY_VERTEX:
							case VS::ARRAY_NORMAL:
							case VS::ARRAY_TANGENT:
								{

								for(int k=0;k<count;k++) {

									const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
									float *dst = (float*)&base[ofs+k*dst_stride];

									dst[0]= src[0]*coef;
									dst[1]= src[1]*coef;
									dst[2]= src[2]*coef;
								};

							} break;
							case VS::ARRAY_COLOR: {

								for(int k=0;k<count;k++) {

									const uint8_t *src = (const uint8_t*)&surf->array_local[ofs+k*src_stride];
									uint8_t *dst = (uint8_t*)&base[ofs+k*dst_stride];

									dst[0]=	(src[0]*coeffp)>>8;
									dst[1]=	(src[1]*coeffp)>>8;
									dst[2]=	(src[2]*coeffp)>>8;
									dst[3]=	(src[3]*coeffp)>>8;
								}

							} break;
							case VS::ARRAY_TEX_UV:
							case VS::ARRAY_TEX_UV2: {

								for(int k=0;k<count;k++) {

									const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
									float *dst = (float*)&base[ofs+k*dst_stride];

									dst[0]= src[0]*coef;
									dst[1]= src[1]*coef;
								}

							} break;
							case VS::ARRAY_BONES:
							case VS::ARRAY_WEIGHTS: {

								for(int k=0;k<count;k++) {

									const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
									float *dst = (float*)&base[ofs+k*dst_stride];

									dst[0]= src[0];
									dst[1]= src[1];
									dst[2]= src[2];
									dst[3]= src[3];
								}

							} break;

						}
					}


					for(int j=0;j<surf->morph_target_count;j++) {

						for(int i=0;i<VS::ARRAY_MAX-3;i++) {

							const Surface::ArrayData& ad=surf->array[i];
							if (ad.size==0)
								continue;


							int ofs = ad.ofs;
							int src_stride=surf->local_stride;
							int dst_stride=skeleton_valid?surf->stride:surf->local_stride;
							int count = surf->array_len;
							const uint8_t *morph=surf->morph_targets_local[j].array;
							float w = p_morphs[j];
							int16_t wfp = CLAMP(w*255,0,255);

							switch(i) {

								case VS::ARRAY_VERTEX:
								case VS::ARRAY_NORMAL:
								case VS::ARRAY_TANGENT:
									{

									for(int k=0;k<count;k++) {

										const float *src_morph = (const float*)&morph[ofs+k*src_stride];
										float *dst = (float*)&base[ofs+k*dst_stride];

										dst[0]+= src_morph[0]*w;
										dst[1]+= src_morph[1]*w;
										dst[2]+= src_morph[2]*w;
									}

								} break;
								case VS::ARRAY_COLOR: {
									for(int k=0;k<count;k++) {

										const uint8_t *src = (const uint8_t*)&morph[ofs+k*src_stride];
										uint8_t *dst = (uint8_t*)&base[ofs+k*dst_stride];

										dst[0]=	(src[0]*wfp)>>8;
										dst[1]=	(src[1]*wfp)>>8;
										dst[2]=	(src[2]*wfp)>>8;
										dst[3]=	(src[3]*wfp)>>8;
									}

								} break;
								case VS::ARRAY_TEX_UV:
								case VS::ARRAY_TEX_UV2: {

									for(int k=0;k<count;k++) {

										const float *src_morph = (const float*)&morph[ofs+k*src_stride];
										float *dst = (float*)&base[ofs+k*dst_stride];

										dst[0]+= src_morph[0]*w;
										dst[1]+= src_morph[1]*w;
									}

								} break;
							}
						}
					}



					if (skeleton_valid) {



						const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
						const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
						const Skeleton::Bone *skeleton = &p_skeleton->bones[0];


						if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT)
							_skeleton_xform<true,true,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton);
						else if (surf->format&(VS::ARRAY_FORMAT_NORMAL))
							_skeleton_xform<true,false,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton);
						else if (surf->format&(VS::ARRAY_FORMAT_TANGENT))
							_skeleton_xform<false,true,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton);
						else
							_skeleton_xform<false,false,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton);

					}

					stride=skeleton_valid?surf->stride:surf->local_stride;


#if 0
					{
						//in-place skeleton tansformation, only used for morphs, slow.
						//should uptimize some day....

						const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
						const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
						int src_stride = surf->stride;
						int count = surf->array_len;
						const Transform *skeleton = &p_skeleton->bones[0];

						for(int i=0;i<VS::ARRAY_MAX-1;i++) {

							const Surface::ArrayData& ad=surf->array[i];
							if (ad.size==0)
								continue;

							int ofs = ad.ofs;


							switch(i) {

								case VS::ARRAY_VERTEX: {
									for(int k=0;k<count;k++) {

										float *ptr=  (float*)&base[ofs+k*stride];
										const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
										const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);

										Vector3 src( ptr[0], ptr[1], ptr[2] );
										Vector3 dst;
										for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {

											float w = weights[j];
											if (w==0)
												break;

											//print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
											int bidx = Math::fast_ftoi(bones[j]);
											dst+=skeleton[ bidx ].xform(src) * w;
										}

										ptr[0]=dst.x;
										ptr[1]=dst.y;
										ptr[2]=dst.z;

									} break;

								} break;
								case VS::ARRAY_NORMAL:
								case VS::ARRAY_TANGENT: {
									for(int k=0;k<count;k++) {

										float *ptr=  (float*)&base[ofs+k*stride];
										const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
										const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);

										Vector3 src( ptr[0], ptr[1], ptr[2] );
										Vector3 dst;
										for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {

											float w = weights[j];
											if (w==0)
												break;

											//print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
											int bidx=Math::fast_ftoi(bones[j]);
											dst+=skeleton[ bidx ].basis.xform(src) * w;
										}

										ptr[0]=dst.x;
										ptr[1]=dst.y;
										ptr[2]=dst.z;

									} break;

								} break;
							}
						}
					}
#endif

				} else if (skeleton_valid) {

					base = skinned_buffer;
					//copy stuff and get it ready for the skeleton

					int dst_stride = surf->stride - ( surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size );
					const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
					const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
					const Skeleton::Bone *skeleton = &p_skeleton->bones[0];

					if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT)
						_skeleton_xform<true,true,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
					else if (surf->format&(VS::ARRAY_FORMAT_NORMAL))
						_skeleton_xform<true,false,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
					else if (surf->format&(VS::ARRAY_FORMAT_TANGENT))
						_skeleton_xform<false,true,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
					else
						_skeleton_xform<false,false,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);


					stride=dst_stride;
				}




			} else {

				glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
			};

			for (int i=0;i<(VS::ARRAY_MAX-1);i++) {

				const Surface::ArrayData& ad=surf->array[i];

				/*
				if (!gl_texcoord_shader[i])
					continue;
				*/

				if (ad.size==0 || ! ad.bind) {
					glDisableVertexAttribArray(i);
					if (i == VS::ARRAY_COLOR) {
						_set_color_attrib(Color(1, 1, 1,1));
					};
					//print_line("disable: "+itos(i));
					continue; // this one is disabled.
				}

				glEnableVertexAttribArray(i);
				//print_line("set: "+itos(i)+" - count: "+itos(ad.count)+" datatype: "+itos(ad.datatype)+" ofs: "+itos(ad.ofs)+" stride: "+itos(stride)+" total len: "+itos(surf->array_len));
				glVertexAttribPointer(i, ad.count, ad.datatype, ad.normalize, stride, &base[ad.ofs]);

			}
#ifdef GLEW_ENABLED
//"desktop" opengl needs this.
			if (surf->primitive==VS::PRIMITIVE_POINTS) {
				glEnable(GL_POINT_SPRITE);
				glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);

			} else {
				glDisable(GL_POINT_SPRITE);
				glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
			}
#endif
		} break;

		default: break;

	};

	return OK;
};

static const GLenum gl_primitive[]={
	GL_POINTS,
	GL_LINES,
	GL_LINE_STRIP,
	GL_LINE_LOOP,
	GL_TRIANGLES,
	GL_TRIANGLE_STRIP,
	GL_TRIANGLE_FAN
};



void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner,const Transform& p_xform) {


	_rinfo.object_count++;

	switch(p_geometry->type) {

		case Geometry::GEOMETRY_SURFACE: {

			Surface *s = (Surface*)p_geometry;

			_rinfo.vertex_count+=s->array_len;

			if (s->index_array_len>0) {

				if (s->index_array_local) {

					//print_line("LOCAL F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
					glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT, s->index_array_local);

				} else {
					//print_line("indices: "+itos(s->index_array_local) );


					//print_line("VBO F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
					glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
				}


			} else {

				glDrawArrays(gl_primitive[s->primitive],0,s->array_len);

			};

			_rinfo.draw_calls++;
		} break;

		case Geometry::GEOMETRY_MULTISURFACE: {

			material_shader.bind_uniforms();
			Surface *s = static_cast<const MultiMeshSurface*>(p_geometry)->surface;
			const MultiMesh *mm = static_cast<const MultiMesh*>(p_owner);
			int element_count=mm->elements.size();

			if (element_count==0)
				return;

			if (mm->visible>=0) {
				element_count=MIN(element_count,mm->visible);
			}

			const MultiMesh::Element *elements=&mm->elements[0];

			_rinfo.vertex_count+=s->array_len*element_count;

			_rinfo.draw_calls+=element_count;


			if (use_texture_instancing) {
				//this is probably the fastest all around way if vertex texture fetch is supported

				float twd=(1.0/mm->tw)*4.0;
				float thd=1.0/mm->th;
				float parm[3]={0.0,01.0,(1.0f/mm->tw)};
				glActiveTexture(GL_TEXTURE0+max_texture_units-2);
				glDisableVertexAttribArray(6);
				glBindTexture(GL_TEXTURE_2D,mm->tex_id);
				material_shader.set_uniform(MaterialShaderGLES2::INSTANCE_MATRICES,GL_TEXTURE0+max_texture_units-2);

				if (s->index_array_len>0) {


					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
					for(int i=0;i<element_count;i++) {
						parm[0]=(i%(mm->tw>>2))*twd;
						parm[1]=(i/(mm->tw>>2))*thd;
						glVertexAttrib3fv(6,parm);
						glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);

					}


				} else {

					for(int i=0;i<element_count;i++) {
						//parm[0]=(i%(mm->tw>>2))*twd;
						//parm[1]=(i/(mm->tw>>2))*thd;
						glVertexAttrib3fv(6,parm);
						glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
					}
				 };

			} else if (use_attribute_instancing) {
				//if not, using atributes instead of uniforms can be really fast in forward rendering architectures
				if (s->index_array_len>0) {


					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
					for(int i=0;i<element_count;i++) {
						glVertexAttrib4fv(8,&elements[i].matrix[0]);
						glVertexAttrib4fv(9,&elements[i].matrix[4]);
						glVertexAttrib4fv(10,&elements[i].matrix[8]);
						glVertexAttrib4fv(11,&elements[i].matrix[12]);
						glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
					}


				} else {

					for(int i=0;i<element_count;i++) {
						glVertexAttrib4fv(8,&elements[i].matrix[0]);
						glVertexAttrib4fv(9,&elements[i].matrix[4]);
						glVertexAttrib4fv(10,&elements[i].matrix[8]);
						glVertexAttrib4fv(11,&elements[i].matrix[12]);
						glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
					}
				 };


			} else {

				//nothing to do, slow path (hope no hardware has to use it... but you never know)

				if (s->index_array_len>0) {

					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
					for(int i=0;i<element_count;i++) {

						glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
						glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
					}


				} else {

					for(int i=0;i<element_count;i++) {
						glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
						glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
					}
				 };
			}
		 } break;
		case Geometry::GEOMETRY_IMMEDIATE: {

			bool restore_tex=false;
			const Immediate *im = static_cast<const Immediate*>( p_geometry );
			if (im->building) {
				return;
			}

			glBindBuffer(GL_ARRAY_BUFFER, 0);

			for(const List<Immediate::Chunk>::Element *E=im->chunks.front();E;E=E->next()) {

				const Immediate::Chunk &c=E->get();
				if (c.vertices.empty()) {
					continue;
				}
				for(int i=0;i<c.vertices.size();i++)

				if (c.texture.is_valid() && texture_owner.owns(c.texture)) {

					const Texture *t = texture_owner.get(c.texture);
					glActiveTexture(GL_TEXTURE0+tc0_idx);
					glBindTexture(t->target,t->tex_id);
					restore_tex=true;


				} else if (restore_tex) {

					glActiveTexture(GL_TEXTURE0+tc0_idx);
					glBindTexture(GL_TEXTURE_2D,tc0_id_cache);
					restore_tex=false;
				}

				if (!c.normals.empty()) {

					glEnableVertexAttribArray(VS::ARRAY_NORMAL);
					glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false,sizeof(Vector3),c.normals.ptr());

				} else {

					glDisableVertexAttribArray(VS::ARRAY_NORMAL);
				}

				if (!c.tangents.empty()) {

					glEnableVertexAttribArray(VS::ARRAY_TANGENT);
					glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false,sizeof(Plane),c.tangents.ptr());

				} else {

					glDisableVertexAttribArray(VS::ARRAY_TANGENT);
				}

				if (!c.colors.empty()) {

					glEnableVertexAttribArray(VS::ARRAY_COLOR);
					glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false,sizeof(Color),c.colors.ptr());

				} else {

					glDisableVertexAttribArray(VS::ARRAY_COLOR);
					_set_color_attrib(Color(1, 1, 1,1));
				}


				if (!c.uvs.empty()) {

					glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
					glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs.ptr());

				} else {

					glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
				}

				if (!c.uvs2.empty()) {

					glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
					glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs2.ptr());

				} else {

					glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
				}


				glEnableVertexAttribArray(VS::ARRAY_VERTEX);
				glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false,sizeof(Vector3),c.vertices.ptr());
				glDrawArrays(gl_primitive[c.primitive],0,c.vertices.size());


			}


			if (restore_tex) {

				glActiveTexture(GL_TEXTURE0+tc0_idx);
				glBindTexture(GL_TEXTURE_2D,tc0_id_cache);
				restore_tex=false;
			}


		} break;
		case Geometry::GEOMETRY_PARTICLES: {


			//print_line("particulinas");
			const Particles *particles = static_cast<const Particles*>( p_geometry );
			ERR_FAIL_COND(!p_owner);
			ParticlesInstance *particles_instance = (ParticlesInstance*)p_owner;

			ParticleSystemProcessSW &pp = particles_instance->particles_process;
			float td = time_delta; //MIN(time_delta,1.0/10.0);
			pp.process(&particles->data,particles_instance->transform,td);
			ERR_EXPLAIN("A parameter in the particle system is not correct.");
			ERR_FAIL_COND(!pp.valid);


			Transform camera;
			if (shadow)
				camera=shadow->transform;
			else
				camera=camera_transform;

			particle_draw_info.prepare(&particles->data,&pp,particles_instance->transform,camera);
			_rinfo.draw_calls+=particles->data.amount;


			_rinfo.vertex_count+=4*particles->data.amount;

			{
				static const Vector3 points[4]={
					Vector3(-1.0,1.0,0),
					Vector3(1.0,1.0,0),
					Vector3(1.0,-1.0,0),
					Vector3(-1.0,-1.0,0)
				};
				static const Vector3 uvs[4]={
					Vector3(0.0,0.0,0.0),
					Vector3(1.0,0.0,0.0),
					Vector3(1.0,1.0,0.0),
					Vector3(0,1.0,0.0)
				};
				static const Vector3 normals[4]={
					Vector3(0,0,1),
					Vector3(0,0,1),
					Vector3(0,0,1),
					Vector3(0,0,1)
				};

				static const Plane tangents[4]={
					Plane(Vector3(1,0,0),0),
					Plane(Vector3(1,0,0),0),
					Plane(Vector3(1,0,0),0),
					Plane(Vector3(1,0,0),0)
				};

				for(int i=0;i<particles->data.amount;i++) {

					ParticleSystemDrawInfoSW::ParticleDrawInfo &pinfo=*particle_draw_info.draw_info_order[i];
					if (!pinfo.data->active)
						continue;

					material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, pinfo.transform);
					_set_color_attrib(pinfo.color);
					_draw_primitive(4,points,normals,NULL,uvs,tangents);

				}

			}

		} break;
		 default: break;
	};
};

void RasterizerGLES2::_setup_shader_params(const Material *p_material) {

#if 0
	int idx=0;
	int tex_idx=0;
	for(Map<StringName,Variant>::Element *E=p_material->shader_cache->params.front();E;E=E->next(),idx++) {

		Variant v; //
		v = E->get();
		const Map<StringName,Variant>::Element *F=p_material->shader_params.find(E->key());
		if (F)
			v=F->get();

		switch(v.get_type() ) {
			case Variant::OBJECT:
			case Variant::_RID: {

				RID tex=v;
				if (!tex.is_valid())
					break;

				Texture *texture = texture_owner.get(tex);
				if (!texture)
					break;
				glUniform1i( material_shader.get_custom_uniform_location(idx), tex_idx);
				glActiveTexture(tex_idx);
				glBindTexture(texture->target,texture->tex_id);

			} break;
			case Variant::COLOR: {

				Color c=v;
				material_shader.set_custom_uniform(idx,Vector3(c.r,c.g,c.b));
			} break;
			default: {

				material_shader.set_custom_uniform(idx,v);
			} break;
		}

	}
#endif

}

void RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) {

	material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,p_skeleton!=NULL);
	if (p_skeleton && p_skeleton->tex_id) {

		glActiveTexture(GL_TEXTURE0+max_texture_units-2);
		glBindTexture(GL_TEXTURE_2D,p_skeleton->tex_id);
	}


}


void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Transform& p_view_transform, const Transform& p_view_transform_inverse,const CameraMatrix& p_projection,bool p_reverse_cull,bool p_fragment_light,bool p_alpha_pass) {

	if (current_rt && current_rt_vflip) {
		//p_reverse_cull=!p_reverse_cull;
		glFrontFace(GL_CCW);

	}

	const Material *prev_material=NULL;
	uint16_t prev_light=0x777E;
	const Geometry *prev_geometry_cmp=NULL;
	uint8_t prev_light_type=0xEF;
	const Skeleton *prev_skeleton =NULL;
	uint8_t prev_sort_flags=0xFF;
	const BakedLightData *prev_baked_light=NULL;
	RID prev_baked_light_texture;
	const float *prev_morph_values=NULL;
	int prev_receive_shadows_state=-1;

	material_shader.set_conditional(MaterialShaderGLES2::USE_VERTEX_LIGHTING,!shadow && !p_fragment_light);
	material_shader.set_conditional(MaterialShaderGLES2::USE_FRAGMENT_LIGHTING,!shadow && p_fragment_light);
	material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,false);

	if (shadow) {
		material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
		material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false);
		material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
		material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
		material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
		material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
		material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
		material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
		material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
		//material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,false);

	}



	bool stores_glow = !shadow && (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) && !p_alpha_pass;
	float sampled_light_dp_multiplier=1.0;

	bool prev_blend=false;
	glDisable(GL_BLEND);
	for (int i=0;i<p_render_list->element_count;i++) {

		RenderList::Element *e = p_render_list->elements[i];
		const Material *material = e->material;
		uint16_t light = e->light;
		uint8_t light_type = e->light_type;
		uint8_t sort_flags= e->sort_flags;
		const Skeleton *skeleton = e->skeleton;
		const Geometry *geometry_cmp = e->geometry_cmp;
		const BakedLightData *baked_light = e->instance->baked_light;
		const float *morph_values = e->instance->morph_values.ptr();
		int receive_shadows_state = e->instance->receive_shadows == true ? 1 : 0;

		bool rebind=false;
		bool bind_baked_light_octree=false;
		bool bind_baked_lightmap=false;
		bool additive=false;
		bool bind_dp_sampler=false;


		if (!shadow) {

			if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) {
				texscreen_copied=true;
				_copy_to_texscreen();

				//force reset state
				prev_material=NULL;
				prev_light=0x777E;
				prev_geometry_cmp=NULL;
				prev_light_type=0xEF;
				prev_skeleton =NULL;
				prev_sort_flags=0xFF;
				prev_morph_values=NULL;
				prev_receive_shadows_state=-1;
				glEnable(GL_BLEND);
				glDepthMask(GL_TRUE);
				glEnable(GL_DEPTH_TEST);
				glDisable(GL_SCISSOR_TEST);

			}

			if (light_type!=prev_light_type || receive_shadows_state!=prev_receive_shadows_state) {

				if (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) {
					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false);
					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
					material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,true);
				} else {
					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL);
					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,(light_type&0x3)==VS::LIGHT_OMNI);
					material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT);
					if (receive_shadows_state==1) {
						material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8));
						material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10));
						material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20));
					}
					else {
						material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
						material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
						material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
					}
					material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
				}

				rebind=true;
			}


			if (!*e->additive_ptr) {

				additive=false;
				*e->additive_ptr=true;
			} else {
				additive=true;
			}


			if (stores_glow)
				material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,!additive);


			bool desired_blend=false;
			VS::MaterialBlendMode desired_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;

			if (additive) {
				desired_blend=true;
				desired_blend_mode=VS::MATERIAL_BLEND_MODE_ADD;
			} else {
				desired_blend=p_alpha_pass;
				desired_blend_mode=material->blend_mode;
			}

			if (prev_blend!=desired_blend) {

				if (desired_blend) {
					glEnable(GL_BLEND);
					if (!current_rt || !current_rt_transparent)
						glColorMask(1,1,1,0);
				} else {
					glDisable(GL_BLEND);
					glColorMask(1,1,1,1);

				}

				prev_blend=desired_blend;
			}

			if (desired_blend && desired_blend_mode!=current_blend_mode) {


				switch(desired_blend_mode) {

					 case VS::MATERIAL_BLEND_MODE_MIX: {
						glBlendEquation(GL_FUNC_ADD);
						if (current_rt && current_rt_transparent) {
							glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
						}
						else {
							glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
						}

					 } break;
					 case VS::MATERIAL_BLEND_MODE_ADD: {

						glBlendEquation(GL_FUNC_ADD);
						glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);

					 } break;
					 case VS::MATERIAL_BLEND_MODE_SUB: {

						glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
						glBlendFunc(GL_SRC_ALPHA,GL_ONE);
					 } break;
					case VS::MATERIAL_BLEND_MODE_MUL: {
						glBlendEquation(GL_FUNC_ADD);
						if (current_rt && current_rt_transparent) {
							glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
						}
						else {
							glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
						}

					} break;

				}

				current_blend_mode=desired_blend_mode;
			}

			material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
			material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
			material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,false);

			material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, false);


			if (material->flags[VS::MATERIAL_FLAG_UNSHADED] == false && current_debug != VS::SCENARIO_DEBUG_SHADELESS) {

				if (baked_light != NULL) {
					if (baked_light->realtime_color_enabled) {
						float realtime_energy = baked_light->realtime_energy;
						material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, true);
						material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_COLOR, Vector3(baked_light->realtime_color.r*realtime_energy, baked_light->realtime_color.g*realtime_energy, baked_light->realtime_color.b*realtime_energy));
					}
				}

				if (e->instance->sampled_light.is_valid()) {

					SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light);
					if (sl) {

						baked_light = NULL; //can't mix
						material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER, true);
						glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
						glBindTexture(GL_TEXTURE_2D, sl->texture); //bind the texture
						sampled_light_dp_multiplier = sl->multiplier;
						bind_dp_sampler = true;
					}
				}


				if (!additive && baked_light) {

					if (baked_light->mode == VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) {
						material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE, true);
						bind_baked_light_octree = true;
						if (prev_baked_light != baked_light) {
							Texture *tex = texture_owner.get(baked_light->octree_texture);
							if (tex) {

								glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
								glBindTexture(tex->target, tex->tex_id); //bind the texture
							}
							if (baked_light->light_texture.is_valid()) {
								Texture *texl = texture_owner.get(baked_light->light_texture);
								if (texl) {
									glActiveTexture(GL_TEXTURE0 + max_texture_units - 4);
									glBindTexture(texl->target, texl->tex_id); //bind the light texture
								}
							}

						}
					}
					else if (baked_light->mode == VS::BAKED_LIGHT_LIGHTMAPS) {


						int lightmap_idx = e->instance->baked_lightmap_id;

						material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, false);
						bind_baked_lightmap = false;


						if (baked_light->lightmaps.has(lightmap_idx)) {


							RID texid = baked_light->lightmaps[lightmap_idx];

							if (prev_baked_light != baked_light || texid != prev_baked_light_texture) {


								Texture *tex = texture_owner.get(texid);
								if (tex) {

									glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
									glBindTexture(tex->target, tex->tex_id); //bind the texture
								}

								prev_baked_light_texture = texid;
							}

							if (texid.is_valid()) {
								material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, true);
								bind_baked_lightmap = true;
							}

						}
					}
				}

				if (int(prev_baked_light != NULL) ^ int(baked_light != NULL)) {
					rebind = true;
				}
			}
		}

		if (sort_flags!=prev_sort_flags) {

			if (sort_flags&RenderList::SORT_FLAG_INSTANCING) {
				material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,!use_texture_instancing && !use_attribute_instancing);
				material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,use_attribute_instancing);
				material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,use_texture_instancing);
			} else {
				material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,false);
				material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,false);
				material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,false);
			}
			rebind=true;
		}

		if  (use_hw_skeleton_xform && (skeleton!=prev_skeleton||morph_values!=prev_morph_values)) {
			if (!prev_skeleton || !skeleton)
				rebind=true; //went from skeleton <-> no skeleton, needs rebind

			if (morph_values==NULL)
				_setup_skeleton(skeleton);
			else
				_setup_skeleton(NULL);
		}

		if (material!=prev_material || rebind) {

			rebind = _setup_material(e->geometry,material,additive,!p_alpha_pass);

			DEBUG_TEST_ERROR("Setup material");
			_rinfo.mat_change_count++;
			//_setup_material_overrides(e->material,NULL,material_overrides);
			//_setup_material_skeleton(material,skeleton);
		} else {

			if (prev_skeleton!=skeleton) {
				//_setup_material_skeleton(material,skeleton);
			};
		}


		if (geometry_cmp!=prev_geometry_cmp || prev_skeleton!=skeleton) {

			_setup_geometry(e->geometry, material,e->skeleton,e->instance->morph_values.ptr());
			_rinfo.surface_count++;
			DEBUG_TEST_ERROR("Setup geometry");
		};

		if (i==0 || light!=prev_light || rebind) {
			if (e->light!=0xFFFF) {
				_setup_light(e->light);

			}
		}

		if (bind_baked_light_octree && (baked_light!=prev_baked_light || rebind)) {

			material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_INVERSE_TRANSFORM, *e->instance->baked_light_octree_xform);
			material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_SIZE, baked_light->octree_lattice_size);
			material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_DIVIDE, baked_light->octree_lattice_divide);
			material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_STEPS, baked_light->octree_steps);
			material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,max_texture_units-3);
			if (baked_light->light_texture.is_valid()) {

				material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-4);
				material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->light_tex_pixel_size);
			} else {
				material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-3);
				material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->octree_tex_pixel_size);
			}
			material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_MULTIPLIER,baked_light->texture_multiplier);
			material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE,baked_light->octree_tex_pixel_size);


		}

		if (bind_baked_lightmap && (baked_light!=prev_baked_light || rebind)) {

			material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, max_texture_units-3);
			material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP_MULTIPLIER, baked_light->lightmap_multiplier);

		}

		if (bind_dp_sampler) {

			material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER_MULTIPLIER,sampled_light_dp_multiplier);
			material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER,max_texture_units-3);
		}

		_set_cull(e->mirror,p_reverse_cull);


		if (i==0 || rebind) {
			material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse);
			material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection);
			if (!shadow) {

				if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) {
					Color ambcolor = _convert_color(current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR]);
					float ambnrg =  current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY];
					material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3(ambcolor.r*ambnrg,ambcolor.g*ambnrg,ambcolor.b*ambnrg));
				} else {
					material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3());
				}
			}

			_rinfo.shader_change_count++;
		}

		if (skeleton != prev_skeleton || rebind) {
			if (skeleton && morph_values == NULL) {
				material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES, max_texture_units - 2);
				material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE, skeleton->pixel_size);
			}
		}

		if (e->instance->billboard || e->instance->billboard_y || e->instance->depth_scale) {

			Transform xf=e->instance->transform;
			if (e->instance->depth_scale) {

				if (p_projection.matrix[3][3]) {
					//orthogonal matrix, try to do about the same
					//with viewport size
					//real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
					real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) );
					float sc = (h*2.0); //consistent with Y-fov
					xf.basis.scale( Vector3(sc,sc,sc));
				} else {
					//just scale by depth
					real_t sc = -camera_plane.distance_to(xf.origin);
					xf.basis.scale( Vector3(sc,sc,sc));
				}
			}

			if (e->instance->billboard) {

				Vector3 scale = xf.basis.get_scale();

				if (current_rt && current_rt_vflip) {
					xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1));
				} else {
					xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1));
				}

				xf.basis.scale(scale);
			}
			
			if (e->instance->billboard_y) {
				
				Vector3 scale = xf.basis.get_scale();
				Vector3 look_at =  p_view_transform.get_origin();
				look_at.y = 0.0;
				Vector3 look_at_norm = look_at.normalized();
				
				if (current_rt && current_rt_vflip) {
					xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0));
				} else {
					xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0));
				}
				xf.basis.scale(scale);
			}
			material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, xf);

		} else {
			material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
		}

		material_shader.set_uniform(MaterialShaderGLES2::NORMAL_MULT, e->mirror?-1.0:1.0);
		material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT,additive?0.0:1.0);


		_render(e->geometry, material, skeleton,e->owner,e->instance->transform);
		DEBUG_TEST_ERROR("Rendering");

		prev_material=material;
		prev_skeleton=skeleton;
		prev_geometry_cmp=geometry_cmp;
		prev_light=e->light;
		prev_light_type=e->light_type;
		prev_sort_flags=sort_flags;
		prev_baked_light=baked_light;
		prev_morph_values=morph_values;
		prev_receive_shadows_state=receive_shadows_state;
	}

	//print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));


	if (current_rt && current_rt_vflip) {
		glFrontFace(GL_CW);
	}

};


void RasterizerGLES2::_copy_to_texscreen() {

	//what am i missing?
	glDisable(GL_CULL_FACE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);
#ifdef GLEW_ENABLED
	glDisable(GL_POINT_SPRITE);
	glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif
	glDisable(GL_BLEND);
	glBlendEquation(GL_FUNC_ADD);
	if (current_rt && current_rt_transparent) {
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
	}
	else {
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
	glBindBuffer(GL_ARRAY_BUFFER,0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);

	for(int i=0;i<VS::ARRAY_MAX;i++) {
		glDisableVertexAttribArray(i);
	}

	glActiveTexture(GL_TEXTURE0);


	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture( GL_TEXTURE_2D, framebuffer.color );
	copy_shader.bind();
	_copy_screen_quad();
	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);


}

void RasterizerGLES2::_copy_screen_quad() {


	Vector2 dst_pos[4]={
		Vector2(-1, 1),
		Vector2( 1, 1),
		Vector2( 1,-1),
		Vector2(-1,-1)
	};

	Size2 uvscale(
			(viewport.width / float(framebuffer.scale)) / framebuffer.width,
			(viewport.height / float(framebuffer.scale)) / framebuffer.height
			);

	Vector2 src_uv[4]={
		Vector2( 0, 1)*uvscale,
		Vector2( 1, 1)*uvscale,
		Vector2( 1, 0)*uvscale,
		Vector2( 0, 0)*uvscale
	};

	Vector2 full_uv[4]={
		Vector2( 0, 1),
		Vector2( 1, 1),
		Vector2( 1, 0),
		Vector2( 0, 0)
	};

	_draw_gui_primitive2(4,dst_pos,NULL,src_uv,full_uv);

}

void RasterizerGLES2::_process_glow_bloom() {

	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, framebuffer.color );
	copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,true);
	if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {

		copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,true);

	}

	copy_shader.bind();
	copy_shader.set_uniform(CopyShaderGLES2::BLOOM,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]));
	copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]));
	glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);

	if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
		glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
		copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
		copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
		//copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
		copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
		copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));

		glActiveTexture(GL_TEXTURE0);
	}

	glViewport( 0, 0, framebuffer.blur_size, framebuffer.blur_size );
	_copy_screen_quad();

	copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,false);
	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
	int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
	Vector2 psize(1.0/framebuffer.blur_size,1.0/framebuffer.blur_size);
	float pscale = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE];
	float pmag = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH];


	for(int i=0;i<passes;i++) {

		static const Vector2 src_uv[4]={
			Vector2( 0, 1),
			Vector2( 1, 1),
			Vector2( 1, 0),
			Vector2( 0, 0)
		};
		static const Vector2 dst_pos[4]={
			Vector2(-1, 1),
			Vector2( 1, 1),
			Vector2( 1,-1),
			Vector2(-1,-1)
		};

		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[1].fbo);
		glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
		copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,true);
		copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
		copy_shader.bind();
		copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
		copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
		copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,pmag);

		_draw_gui_primitive(4,dst_pos,NULL,src_uv);


		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
		glBindTexture(GL_TEXTURE_2D, framebuffer.blur[1].color );
		copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false);
		copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,true);
		copy_shader.bind();
		copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
		copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
		copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,pmag);

		_draw_gui_primitive(4,dst_pos,NULL,src_uv);


	}

	copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false);
	copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);

	//blur it


}

void RasterizerGLES2::_process_hdr() {

	if (framebuffer.luminance.empty()) {
		return;
	}

	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[0].fbo);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, framebuffer.color );
	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,true);
	copy_shader.bind();
	glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
	glViewport( 0, 0, framebuffer.luminance[0].size, framebuffer.luminance[0].size );
	_copy_screen_quad();

	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false);
	//int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];

	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true);
	copy_shader.bind();

	for(int i=1;i<framebuffer.luminance.size();i++) {


		static const Vector2 src_uv[4]={
			Vector2( 0, 1),
			Vector2( 1, 1),
			Vector2( 1, 0),
			Vector2( 0, 0)
		};
		static const Vector2 dst_pos[4]={
			Vector2(-1, 1),
			Vector2( 1, 1),
			Vector2( 1,-1),
			Vector2(-1,-1)
		};


		Vector2 psize(1.0/framebuffer.luminance[i-1].size,1.0/framebuffer.luminance[i-1].size);
		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[i].fbo);
		glBindTexture(GL_TEXTURE_2D, framebuffer.luminance[i-1].color );
		glViewport( 0, 0, framebuffer.luminance[i].size, framebuffer.luminance[i].size );
		glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);

		if (framebuffer.luminance[i].size==1) {
			//last step
			copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,true);
			copy_shader.bind();
			glActiveTexture(GL_TEXTURE1);
			glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_VD_LUM),1);
			copy_shader.set_uniform(CopyShaderGLES2::HDR_TIME_DELTA,time_delta);
			copy_shader.set_uniform(CopyShaderGLES2::HDR_EXP_ADJ_SPEED,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]));
			copy_shader.set_uniform(CopyShaderGLES2::MIN_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]));
			copy_shader.set_uniform(CopyShaderGLES2::MAX_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]));
			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);

			//swap them
			SWAP( current_vd->lum_color, framebuffer.luminance[i].color);
			SWAP( current_vd->lum_fbo, framebuffer.luminance[i].fbo);

		}

		copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);

		_draw_gui_primitive(4,dst_pos,NULL,src_uv);

	}



	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,false);
	copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,false);

	draw_next_frame=true;

}


void RasterizerGLES2::_draw_tex_bg() {

	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glDisable(GL_BLEND);
	glColorMask(1,1,1,1);


	RID texture;

	if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
		texture=current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE];
	} else {
		texture=current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP];
	}

	if (!texture_owner.owns(texture)) {
		return;
	}

	Texture *t = texture_owner.get(texture);

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(t->target, t->tex_id);

	copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,true);

	if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
		copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);

	} else {
		copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,true);
	}


	copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,true);


	copy_shader.bind();

	if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
		glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
	} else {
		glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE),0);
	}

	float nrg =float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]);
	if (current_env->fx_enabled[VS::ENV_FX_HDR] && !use_fp16_fb)
		nrg*=0.25; //go down a quarter for hdr
	copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg);
	copy_shader.set_uniform(CopyShaderGLES2::CUSTOM_ALPHA,float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]));

	float flip_sign = (current_env->bg_mode==VS::ENV_BG_TEXTURE && current_rt && current_rt_vflip)?-1:1;

	Vector3 vertices[4]={
		Vector3(-1,-1*flip_sign,1),
		Vector3( 1,-1*flip_sign,1),
		Vector3( 1, 1*flip_sign,1),
		Vector3(-1, 1*flip_sign,1)
	};


	Vector3 src_uv[4]={
		Vector3( 0, 1, 0),
		Vector3( 1, 1, 0),
		Vector3( 1, 0, 0),
		Vector3( 0, 0, 0)
	};

	if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {

		//regular texture
		//adjust aspect

		float aspect_t = t->width / float(t->height);
		float aspect_v = viewport.width / float(viewport.height);

		if (aspect_v > aspect_t) {
			//wider than texture
			for(int i=0;i<4;i++) {
				src_uv[i].y=(src_uv[i].y-0.5)*(aspect_t/aspect_v)+0.5;
			}

		} else {
			//narrower than texture
			for(int i=0;i<4;i++) {
				src_uv[i].x=(src_uv[i].x-0.5)*(aspect_v/aspect_t)+0.5;
			}
		}

		float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
		for(int i=0;i<4;i++) {

			src_uv[i].x*=scale;
			src_uv[i].y*=scale;
		}
	} else {

		//skybox uv vectors
		float vw,vh,zn;
		camera_projection.get_viewport_size(vw,vh);
		zn=camera_projection.get_z_near();

		float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE];

		for(int i=0;i<4;i++) {

			Vector3 uv=src_uv[i];
			uv.x=(uv.x*2.0-1.0)*vw*scale;
			uv.y=-(uv.y*2.0-1.0)*vh*scale;
			uv.z=-zn;
			src_uv[i] = camera_transform.basis.xform(uv).normalized();
			src_uv[i].z = -src_uv[i].z;

		}
	}

	_draw_primitive(4,vertices,NULL,NULL,src_uv);

	copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,false);
	copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
	copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
	copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,false);
}

void RasterizerGLES2::end_scene() {



	glEnable(GL_BLEND);
	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);

	bool use_fb=false;

	if (framebuffer.active) {

		//detect when to use the framebuffer object
		if (using_canvas_bg || texscreen_used || framebuffer.scale!=1) {
			use_fb=true;
		} else if (current_env) {
			use_fb=false;
			for(int i=0;i<VS::ENV_FX_MAX;i++) {

				if (i==VS::ENV_FX_FOG) //does not need fb
					continue;

				if (current_env->fx_enabled[i]) {
					use_fb=true;
					break;
				}
			}
		}
	}


	if (use_fb) {

		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
		glViewport( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
		glScissor(  0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );

		material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,!use_fp16_fb && current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);

	} else {
		if (current_rt) {
			glScissor( 0,0,viewport.width,viewport.height);
		} else {
			glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
		}
	}

	glEnable(GL_SCISSOR_TEST);
	_glClearDepth(1.0);

	bool draw_tex_background=false;

	if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {

		glClearColor(0,0,0,1);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	} else if (current_rt && current_rt_transparent) {

		glClearColor(0,0,0,0);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

	} else if (current_env) {

		switch(current_env->bg_mode) {

			case VS::ENV_BG_CANVAS:
			case VS::ENV_BG_KEEP: {
				//copy from framebuffer if framebuffer
				glClear(GL_DEPTH_BUFFER_BIT);
			} break;
			case VS::ENV_BG_DEFAULT_COLOR:
			case VS::ENV_BG_COLOR: {

				Color bgcolor;
				if (current_env->bg_mode==VS::ENV_BG_COLOR)
					bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR];
				else
					bgcolor = GlobalConfig::get_singleton()->get("render/default_clear_color");
				bgcolor = _convert_color(bgcolor);
				float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0;
				glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a);
				_glClearDepth(1.0);
				glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

			} break;
			case VS::ENV_BG_TEXTURE:
			case VS::ENV_BG_CUBEMAP: {


				glClear(GL_DEPTH_BUFFER_BIT);
				draw_tex_background=true;
			} break;

		}
	} else {

		Color c = _convert_color(Color(0.3,0.3,0.3));
		glClearColor(c.r,c.g,c.b,0.0);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	}

	glDisable(GL_SCISSOR_TEST);


	//material_shader.set_uniform_camera(MaterialShaderGLES2::PROJECTION_MATRIX, camera_projection);

	/*
	printf("setting projection to ");
	for (int i=0; i<16; i++) {
		printf("%f, ", ((float*)camera_projection.matrix)[i]);
	};
	printf("\n");

	print_line(String("setting camera to ")+camera_transform_inverse);
	*/
	//material_shader.set_uniform_default(MaterialShaderGLES2::CAMERA_INVERSE, camera_transform_inverse);


	current_depth_test=true;
	current_depth_mask=true;
	texscreen_copied=false;
	glBlendEquation(GL_FUNC_ADD);
	if (current_rt && current_rt_transparent) {
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
	}
	else {
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	glDisable(GL_BLEND);
	current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;

	//material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
	opaque_render_list.sort_mat_light_type_flags();
	_render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting);

	if (draw_tex_background) {

		//most 3D vendors recommend drawing a texture bg or skybox here,
		//after opaque geometry has been drawn
		//so the zbuffer can get rid of most pixels
		_draw_tex_bg();
	}

	glBlendEquation(GL_FUNC_ADD);
	if (current_rt && current_rt_transparent) {
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
	}
	else {
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	glDisable(GL_BLEND);
	current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
	material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,false);
	if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
		glColorMask(1,1,1,0); //don't touch alpha
	}

	alpha_render_list.sort_z();
	_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
	glColorMask(1,1,1,1);

	//material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false);

	DEBUG_TEST_ERROR("Drawing Scene");

#ifdef GLEW_ENABLED
	glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
#endif

	if (use_fb) {



		for(int i=0;i<VS::ARRAY_MAX;i++) {
			glDisableVertexAttribArray(i);
		}
		glBindBuffer(GL_ARRAY_BUFFER,0);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
		glDisable(GL_BLEND);
		glDisable(GL_DEPTH_TEST);
		glDisable(GL_CULL_FACE);
		glDisable(GL_SCISSOR_TEST);
		glDepthMask(false);

		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {

			int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
			switch(hdr_tm) {
				case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {


				} break;
				case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
					copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);

				} break;
				case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
					copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
				} break;
				case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {

					copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
					copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
				} break;
			}


			_process_hdr();
		}
		if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
			_process_glow_bloom();
			int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
			if (glow_transfer_mode==1)
				copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
			if (glow_transfer_mode==2)
				copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
		}

		glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);

		Size2 size;
		if (current_rt) {
			glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
			glViewport( 0,0,viewport.width,viewport.height);
			size=Size2(viewport.width,viewport.height);
		} else {
			glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
			glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
			size=Size2(viewport.width,viewport.height);
		}

		//time to copy!!!
		copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
		copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
		copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
		copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
		copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);

		copy_shader.bind();
		//copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);

		if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {

			glActiveTexture(GL_TEXTURE1);
			glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);

		}

		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {

			glActiveTexture(GL_TEXTURE2);
			glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
			copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
			copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));

		}

		if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
			copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));


		if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {

			Vector3 bcs;
			bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
			bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
			bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
			copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
		}

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, framebuffer.color );
		glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);

		_copy_screen_quad();

		copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);

		material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,false);


		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
			_debug_luminances();
		}
	}

	current_env=NULL;
	current_debug=VS::SCENARIO_DEBUG_DISABLED;
	if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
		_debug_shadows();
	}
	//_debug_luminances();
	//_debug_samplers();

	if (using_canvas_bg) {
		using_canvas_bg=false;
		glColorMask(1,1,1,1); //don't touch alpha
	}

}
void RasterizerGLES2::end_shadow_map() {



	ERR_FAIL_COND(!shadow);

	glDisable(GL_BLEND);
	glDisable(GL_SCISSOR_TEST);
	glDisable(GL_DITHER);
	glEnable(GL_DEPTH_TEST);
	glDepthMask(true);


	ShadowBuffer *sb = shadow->near_shadow_buffer;

	ERR_FAIL_COND(!sb);

	glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);

	if (!use_rgba_shadowmaps)
		glColorMask(0, 0, 0, 0);

	//glEnable(GL_POLYGON_OFFSET_FILL);
	//glPolygonOffset( 8.0f, 16.0f);

	CameraMatrix cm;
	float z_near,z_far;
	Transform light_transform;

	float dp_direction=0.0;
	bool flip_facing=false;
	Rect2 vp_rect;

	switch(shadow->base->type) {

		case VS::LIGHT_DIRECTIONAL: {

			if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {

				cm = shadow->custom_projection[shadow_pass];
				light_transform=shadow->custom_transform[shadow_pass];

				if (shadow_pass==0) {

					vp_rect=Rect2(0, sb->size/2, sb->size/2, sb->size/2);
					glViewport(0, sb->size/2, sb->size/2, sb->size/2);
					glScissor(0, sb->size/2, sb->size/2, sb->size/2);
				} else if (shadow_pass==1) {

					vp_rect=Rect2(0, 0, sb->size/2, sb->size/2);
					glViewport(0, 0, sb->size/2, sb->size/2);
					glScissor(0, 0, sb->size/2, sb->size/2);

				} else if (shadow_pass==2) {

					vp_rect=Rect2(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
					glViewport(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
					glScissor(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
				} else if (shadow_pass==3) {

					vp_rect=Rect2(sb->size/2, 0, sb->size/2, sb->size/2);
					glViewport(sb->size/2, 0, sb->size/2, sb->size/2);
					glScissor(sb->size/2, 0, sb->size/2, sb->size/2);

				}



				glEnable(GL_SCISSOR_TEST);

			} else if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {

				if (shadow_pass==0) {

					cm = shadow->custom_projection[0];
					light_transform=shadow->custom_transform[0];
					vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2);
					glViewport(0, sb->size/2, sb->size, sb->size/2);
					glScissor(0, sb->size/2, sb->size, sb->size/2);
				} else {

					cm = shadow->custom_projection[1];
					light_transform=shadow->custom_transform[1];
					vp_rect=Rect2(0, 0, sb->size, sb->size/2);
					glViewport(0, 0, sb->size, sb->size/2);
					glScissor(0, 0, sb->size, sb->size/2);

				}

				glEnable(GL_SCISSOR_TEST);

			} else {
				cm = shadow->custom_projection[0];
				light_transform=shadow->custom_transform[0];
				vp_rect=Rect2(0, 0, sb->size, sb->size);
				glViewport(0, 0, sb->size, sb->size);
			}

			z_near=cm.get_z_near();
			z_far=cm.get_z_far();

			_glClearDepth(1.0f);
			glClearColor(1,1,1,1);

			if (use_rgba_shadowmaps)
				glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
			else
				glClear(GL_DEPTH_BUFFER_BIT);


			glDisable(GL_SCISSOR_TEST);

		} break;
		case VS::LIGHT_OMNI: {

			material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,true);
			dp_direction = shadow_pass?1.0:-1.0;
			flip_facing = (shadow_pass == 1);
			light_transform=shadow->transform;
			z_near=0;
			z_far=shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ];
			shadow->dp.x=1.0/z_far;
			shadow->dp.y=dp_direction;

			if (shadow_pass==0) {
				vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2);
				glViewport(0, sb->size/2, sb->size, sb->size/2);
				glScissor(0, sb->size/2, sb->size, sb->size/2);
			} else {
				vp_rect=Rect2(0, 0, sb->size, sb->size/2);
				glViewport(0, 0, sb->size, sb->size/2);
				glScissor(0, 0, sb->size, sb->size/2);
			}
			glEnable(GL_SCISSOR_TEST);
			shadow->projection=cm;


			glClearColor(1,1,1,1);
			_glClearDepth(1.0f);
			if (use_rgba_shadowmaps)
				glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
			else
				glClear(GL_DEPTH_BUFFER_BIT);
			glDisable(GL_SCISSOR_TEST);


		} break;
		case VS::LIGHT_SPOT: {

			float far = shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ];
			ERR_FAIL_COND( far<=0 );
			float near= far/200.0;
			if (near<0.05)
			 near=0.05;

			float angle = shadow->base->vars[ VS::LIGHT_PARAM_SPOT_ANGLE ];

			cm.set_perspective( angle*2.0, 1.0, near, far );

			shadow->projection=cm; // cache
			light_transform=shadow->transform;
			z_near=cm.get_z_near();
			z_far=cm.get_z_far();

			glViewport(0, 0, sb->size, sb->size);
			vp_rect=Rect2(0, 0, sb->size, sb->size);
			_glClearDepth(1.0f);
			glClearColor(1,1,1,1);
			if (use_rgba_shadowmaps)
				glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
			else
				glClear(GL_DEPTH_BUFFER_BIT);


		} break;
	}

	Transform light_transform_inverse = light_transform.affine_inverse();

	opaque_render_list.sort_mat_geom();
	_render_list_forward(&opaque_render_list,light_transform,light_transform_inverse,cm,flip_facing,false);

	material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,false);


	//if (!use_rgba_shadowmaps)

	if (shadow_filter==SHADOW_FILTER_ESM) {

		copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,use_rgba_shadowmaps);
		copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,!use_rgba_shadowmaps);

		Vector2 psize(1.0/sb->size,1.0/sb->size);
		float pscale = 1.0;
		int passes=shadow->base->vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES];
		glDisable(GL_BLEND);
		glDisable(GL_CULL_FACE);
#ifdef GLEW_ENABLED
		glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
#endif

		for(int i=0;i<VS::ARRAY_MAX;i++) {
			glDisableVertexAttribArray(i);
		}
		glBindBuffer(GL_ARRAY_BUFFER,0);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
		glDisable(GL_SCISSOR_TEST);

		if (!use_rgba_shadowmaps) {
			glEnable(GL_DEPTH_TEST);
			glDepthFunc(GL_ALWAYS);
			glDepthMask(true);
		} else {
			glDisable(GL_DEPTH_TEST);
		}

		for(int i=0;i<passes;i++) {


			Vector2 src_sb_uv[4]={
				(vp_rect.pos+Vector2(0,vp_rect.size.y))/sb->size,
				(vp_rect.pos+vp_rect.size)/sb->size,
				(vp_rect.pos+Vector2(vp_rect.size.x,0))/sb->size,
				(vp_rect.pos)/sb->size
			};
/*
			Vector2 src_uv[4]={
				Vector2( 0, 1),
				Vector2( 1, 1),
				Vector2( 1, 0),
				Vector2( 0, 0)
			};
*/
			static const Vector2 dst_pos[4]={
				Vector2(-1, 1),
				Vector2( 1, 1),
				Vector2( 1,-1),
				Vector2(-1,-1)
			};

			glBindFramebuffer(GL_FRAMEBUFFER, blur_shadow_buffer.fbo);
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D, sb->depth);
#ifdef GLEW_ENABLED
			//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
#endif

			copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,true);
			copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);

			copy_shader.bind();
			copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
			copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
			copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
			//copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);


			_draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);


			Vector2 src_bb_uv[4]={
				(vp_rect.pos+Vector2(0,vp_rect.size.y))/blur_shadow_buffer.size,
				(vp_rect.pos+vp_rect.size)/blur_shadow_buffer.size,
				(vp_rect.pos+Vector2(vp_rect.size.x,0))/blur_shadow_buffer.size,
				(vp_rect.pos)/blur_shadow_buffer.size,
			};

			glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D, blur_shadow_buffer.depth);
#ifdef GLEW_ENABLED

			//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
#endif

			copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false);
			copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true);
			copy_shader.bind();
			copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
			copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
			copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);

			_draw_gui_primitive(4,dst_pos,NULL,src_bb_uv);


		}

		glDepthFunc(GL_LEQUAL);
		copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,false);
		copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,false);
		copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false);
		copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);

	}

	DEBUG_TEST_ERROR("Drawing Shadow");
	shadow=NULL;
	glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
	glColorMask(1, 1, 1, 1);
	//glDisable(GL_POLYGON_OFFSET_FILL);

}

void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2& p_rect) {




	Transform2D modelview;
	modelview.translate(p_rect.pos.x, p_rect.pos.y);
	canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, modelview);
	glBindTexture(GL_TEXTURE_2D,tex);

	Vector3 coords[4]= {
		Vector3(p_rect.pos.x, p_rect.pos.y, 0 ),
		Vector3(p_rect.pos.x+p_rect.size.width,
		p_rect.pos.y, 0 ),
		Vector3(p_rect.pos.x+p_rect.size.width,
		p_rect.pos.y+p_rect.size.height, 0 ),
		Vector3(p_rect.pos.x,
		p_rect.pos.y+p_rect.size.height, 0 )
	};

	Vector3 texcoords[4]={
		Vector3( 0.0f,0.0f, 0),
		Vector3( 1.0f,0.0f, 0),
		Vector3( 1.0f, 1.0f, 0),
		Vector3( 0.0f, 1.0f, 0),
	};

	_draw_primitive(4,coords,0,0,texcoords);
	//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);

}

void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs) {


	Size2 debug_size(128,128);
	//Size2 debug_size(512,512);


	int useblur=shadow_filter==SHADOW_FILTER_ESM?1:0;
	for (int i=0;i<p_shadows.size()+useblur;i++) {

		ShadowBuffer *sb=i==p_shadows.size()?&blur_shadow_buffer:&p_shadows[i];

		if (!sb->owner && i!=p_shadows.size())
			continue;

		_debug_draw_shadow(sb->depth, Rect2( ofs, debug_size ));
		ofs.x+=debug_size.x;
		if ( (ofs.x+debug_size.x) > viewport.width ) {

			ofs.x=0;
			ofs.y+=debug_size.y;
		}
	}

}


void RasterizerGLES2::_debug_luminances() {

	canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,!use_fp16_fb);
	canvas_begin();
	glDisable(GL_BLEND);
	canvas_shader.bind();

	Size2 debug_size(128,128);
	Size2 ofs;


	for (int i=0;i<=framebuffer.luminance.size();i++) {

		if (i==framebuffer.luminance.size()) {
			if (!current_vd)
				break;
			_debug_draw_shadow(current_vd->lum_color, Rect2( ofs, debug_size ));
		} else {
			_debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size ));
		}
		ofs.x+=debug_size.x/2;
		if ( (ofs.x+debug_size.x) > viewport.width ) {

			ofs.x=0;
			ofs.y+=debug_size.y;
		}
	}

	canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false);

}


void RasterizerGLES2::_debug_samplers() {
	canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false);
	canvas_begin();
	glDisable(GL_BLEND);
	_set_color_attrib(Color(1,1,1,1));
	canvas_shader.bind();


	List<RID> samplers;
	sampled_light_owner.get_owned_list(&samplers);

	Size2 debug_size(128,128);
	Size2 ofs;


	for (List<RID>::Element *E=samplers.front();E;E=E->next()) {

		SampledLight *sl=sampled_light_owner.get(E->get());

		_debug_draw_shadow(sl->texture, Rect2( ofs, debug_size ));

		ofs.x+=debug_size.x/2;
		if ( (ofs.x+debug_size.x) > viewport.width ) {

			ofs.x=0;
			ofs.y+=debug_size.y;
		}
	}



}
void RasterizerGLES2::_debug_shadows() {

	canvas_begin();
	glDisable(GL_BLEND);
	Size2 ofs;

	/*
	for(int i=0;i<16;i++) {
		glActiveTexture(GL_TEXTURE0+i);
		//glDisable(GL_TEXTURE_2D);
	}
	glActiveTexture(GL_TEXTURE0);
	//glEnable(GL_TEXTURE_2D);
	*/


	_debug_draw_shadows_type(near_shadow_buffers,ofs);
	//_debug_draw_shadows_type(far_shadow_buffers,ofs);

}

void RasterizerGLES2::end_frame() {


	//print_line("VTX: "+itos(_rinfo.vertex_count)+" OBJ: "+itos(_rinfo.object_count)+" MAT: "+itos(_rinfo.mat_change_count)+" SHD: "+itos(_rinfo.shader_change_count)+" CI: "+itos(_rinfo.ci_draw_commands));

	//print_line("TOTAL VTX: "+itos(_rinfo.vertex_count));
	OS::get_singleton()->swap_buffers();
}

void RasterizerGLES2::flush_frame() {

	glFlush();
}

/* CANVAS API */

void RasterizerGLES2::begin_canvas_bg() {

	if (framebuffer.active) {
		using_canvas_bg=true;
		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
		glViewport( 0,0,viewport.width , viewport.height );
	} else {
		using_canvas_bg=false;
	}

}

void RasterizerGLES2::canvas_begin() {


	if (using_canvas_bg) {
		glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
		glColorMask(1,1,1,0); //don't touch alpha
	}

	glDisable(GL_CULL_FACE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);
#ifdef GLEW_ENABLED
	glDisable(GL_POINT_SPRITE);
	glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif
	glEnable(GL_BLEND);
	glBlendEquation(GL_FUNC_ADD);
	if (current_rt && current_rt_transparent) {
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
	}
	else {
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
	glLineWidth(1.0);
	glBindBuffer(GL_ARRAY_BUFFER,0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
	for(int i=0;i<VS::ARRAY_MAX;i++) {
		glDisableVertexAttribArray(i);
	}

	glActiveTexture(GL_TEXTURE0);
	glBindTexture( GL_TEXTURE_2D, white_tex );
	canvas_tex=RID();
	//material_shader.unbind();
	canvas_shader.unbind();
	canvas_shader.set_custom_shader(0);
	canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
	canvas_shader.bind();
	canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
	canvas_use_modulate=false;
	_set_color_attrib(Color(1,1,1));
	canvas_transform=Transform();
	canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
	float csy = 1.0;
	if (current_rt && current_rt_vflip)
		csy = -1.0;

	canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) );
	canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
	canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Transform2D());
	canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());

	canvas_opacity=1.0;
	canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
	canvas_texscreen_used=false;
	uses_texpixel_size=false;

	canvas_last_material=NULL;

}

void RasterizerGLES2::canvas_disable_blending() {

	glDisable(GL_BLEND);
}

void RasterizerGLES2::canvas_set_opacity(float p_opacity) {

	canvas_opacity = p_opacity;
}

void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {

	if (p_mode==canvas_blend_mode)
		return;
	switch(p_mode) {

		 case VS::MATERIAL_BLEND_MODE_MIX: {
			glBlendEquation(GL_FUNC_ADD);
			if (current_rt && current_rt_transparent) {
				glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
			}
			else {
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			}

		 } break;
		 case VS::MATERIAL_BLEND_MODE_ADD: {

			glBlendEquation(GL_FUNC_ADD);
			glBlendFunc(GL_SRC_ALPHA,GL_ONE);

		 } break;
		 case VS::MATERIAL_BLEND_MODE_SUB: {

			glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
			glBlendFunc(GL_SRC_ALPHA,GL_ONE);
		 } break;
		case VS::MATERIAL_BLEND_MODE_MUL: {
			glBlendEquation(GL_FUNC_ADD);
			glBlendFunc(GL_DST_COLOR,GL_ZERO);
		} break;
		case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: {
			glBlendEquation(GL_FUNC_ADD);
			glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
		} break;

	}

	canvas_blend_mode=p_mode;

}


void RasterizerGLES2::canvas_begin_rect(const Transform2D& p_transform) {


	canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,p_transform);
	canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());

}

void RasterizerGLES2::canvas_set_clip(bool p_clip, const Rect2& p_rect) {

	if (p_clip) {

		glEnable(GL_SCISSOR_TEST);
		//glScissor(viewport.x+p_rect.pos.x,viewport.y+ (viewport.height-(p_rect.pos.y+p_rect.size.height)),

		int x = p_rect.pos.x;
		int y = window_size.height-(p_rect.pos.y+p_rect.size.y);
		int w = p_rect.size.x;
		int h = p_rect.size.y;

		glScissor(x,y,w,h);


	} else {

		glDisable(GL_SCISSOR_TEST);
	}


}

void RasterizerGLES2::canvas_end_rect() {

	//glPopMatrix();
}


RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_texture) {

	if (p_texture==canvas_tex && !rebind_texpixel_size) {
		if (canvas_tex.is_valid()) {
			Texture*texture=texture_owner.get(p_texture);
			return texture;
		}
		return NULL;
	}

	rebind_texpixel_size=false;

	if (p_texture.is_valid()) {


		Texture*texture=texture_owner.get(p_texture);
		if (!texture) {
			canvas_tex=RID();
			glBindTexture(GL_TEXTURE_2D,white_tex);

			return NULL;
		}

		if (texture->render_target)
			texture->render_target->last_pass=frame;

		glBindTexture(GL_TEXTURE_2D,texture->tex_id);
		canvas_tex=p_texture;
		if (uses_texpixel_size) {
			canvas_shader.set_uniform(CanvasShaderGLES2::TEXPIXEL_SIZE,Size2(1.0/texture->width,1.0/texture->height));
		}
		return texture;


	} else {


		glBindTexture(GL_TEXTURE_2D,white_tex);
		canvas_tex=p_texture;
	}


	return NULL;
}

void RasterizerGLES2::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width,bool p_antialiased) {

	_bind_canvas_texture(RID());
	Color c=p_color;
	c.a*=canvas_opacity;
	_set_color_attrib(c);

	Vector3 verts[2]={
		Vector3(p_from.x,p_from.y,0),
		Vector3(p_to.x,p_to.y,0)
	};

#ifdef GLEW_ENABLED
	if (p_antialiased)
		glEnable(GL_LINE_SMOOTH);
#endif
	glLineWidth(p_width);
	_draw_primitive(2,verts,0,0,0);

#ifdef GLEW_ENABLED
	if (p_antialiased)
		glDisable(GL_LINE_SMOOTH);
#endif

	_rinfo.ci_draw_commands++;
}

void RasterizerGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) {



	static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};


//#define GLES_USE_PRIMITIVE_BUFFER

#ifndef GLES_NO_CLIENT_ARRAYS

	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );

	if (p_colors) {

		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
	} else {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
	}

	if (p_uvs) {

		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	glDrawArrays(prim[p_points],0,p_points);

#else

	glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
	float b[32];
	int ofs=0;
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
	for(int i=0;i<p_points;i++) {
		b[ofs++]=p_vertices[i].x;
		b[ofs++]=p_vertices[i].y;
	}

	if (p_colors) {

		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
		for(int i=0;i<p_points;i++) {
			b[ofs++]=p_colors[i].r;
			b[ofs++]=p_colors[i].g;
			b[ofs++]=p_colors[i].b;
			b[ofs++]=p_colors[i].a;
		}

	} else {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
	}


	if (p_uvs) {

		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
		for(int i=0;i<p_points;i++) {
			b[ofs++]=p_uvs[i].x;
			b[ofs++]=p_uvs[i].y;
		}

	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
	glDrawArrays(prim[p_points],0,p_points);
	glBindBuffer(GL_ARRAY_BUFFER,0);


#endif
	_rinfo.ci_draw_commands++;
}

void RasterizerGLES2::_draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2) {


	static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};

	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
	if (p_colors) {

		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
	} else {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
	}

	if (p_uvs) {

		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	if (p_uvs2) {

		glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
		glVertexAttribPointer( VS::ARRAY_TEX_UV2, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs2 );
	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
	}

	glDrawArrays(prim[p_points],0,p_points);
	_rinfo.ci_draw_commands++;
}

void RasterizerGLES2::_draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip, bool p_v_flip, bool p_transpose ) {

	Vector2 texcoords[4]= {
		Vector2( p_src_region.pos.x/p_tex_size.width,
		p_src_region.pos.y/p_tex_size.height),

		Vector2((p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
		p_src_region.pos.y/p_tex_size.height),

		Vector2( (p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
		(p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height),

		Vector2( p_src_region.pos.x/p_tex_size.width,
		(p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height)
	};

	if (p_transpose) {
		SWAP( texcoords[1], texcoords[3] );
	}
	if (p_h_flip) {
		SWAP( texcoords[0], texcoords[1] );
		SWAP( texcoords[2], texcoords[3] );
	}
	if (p_v_flip) {
		SWAP( texcoords[1], texcoords[2] );
		SWAP( texcoords[0], texcoords[3] );
	}

	Vector2 coords[4]= {
		Vector2( p_rect.pos.x, p_rect.pos.y ),
		Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y ),
		Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height ),
		Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height )
	};

	_draw_gui_primitive(4,coords,0,texcoords);
	_rinfo.ci_draw_commands++;
}

void RasterizerGLES2::_draw_quad(const Rect2& p_rect) {

	Vector2 coords[4]= {
		Vector2( p_rect.pos.x,p_rect.pos.y ),
		Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y ),
		Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y+p_rect.size.height ),
		Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height )
	};

	_draw_gui_primitive(4,coords,0,0);
	_rinfo.ci_draw_commands++;

}

void RasterizerGLES2::canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate) {

	Color m = p_modulate;
	m.a*=canvas_opacity;
	_set_color_attrib(m);
	Texture *texture = _bind_canvas_texture(p_texture);


	if ( texture ) {

		bool untile=false;

		if (p_flags&CANVAS_RECT_TILE && !(texture->flags&VS::TEXTURE_FLAG_REPEAT)) {
			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
			untile=true;
		}

		if (!(p_flags&CANVAS_RECT_REGION)) {

			Rect2 region = Rect2(0,0,texture->width,texture->height);
			_draw_textured_quad(p_rect,region,region.size,p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V,p_flags&CANVAS_RECT_TRANSPOSE);

		} else {

			_draw_textured_quad(p_rect, p_source, Size2(texture->width,texture->height),p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V,p_flags&CANVAS_RECT_TRANSPOSE);

		}

		if (untile) {
			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
		}

	} else {

		//glDisable(GL_TEXTURE_2D);
		_draw_quad( p_rect );
		//print_line("rect: "+p_rect);

	}

	_rinfo.ci_draw_commands++;

}

void RasterizerGLES2::canvas_draw_style_box(const Rect2& p_rect, const Rect2& p_src_region, RID p_texture,const float *p_margin, bool p_draw_center,const Color& p_modulate) {

	Color m = p_modulate;
	m.a*=canvas_opacity;
	_set_color_attrib(m);

	Texture* texture=_bind_canvas_texture(p_texture);
	ERR_FAIL_COND(!texture);

	Rect2 region = p_src_region;
	if (region.size.width <= 0 )
	    region.size.width = texture->width;
	if (region.size.height <= 0)
	    region.size.height = texture->height;
	/* CORNERS */
	_draw_textured_quad( // top left
		Rect2( p_rect.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
		Rect2( region.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
		Size2( texture->width, texture->height ) );

	_draw_textured_quad( // top right
		Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
		Rect2( Point2(region.pos.x+region.size.width-p_margin[MARGIN_RIGHT], region.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
		Size2( texture->width, texture->height ) );


	_draw_textured_quad( // bottom left
		Rect2( Point2(p_rect.pos.x,p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
		Rect2( Point2(region.pos.x, region.pos.y+region.size.height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
		Size2( texture->width, texture->height ) );

	_draw_textured_quad( // bottom right
		Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])),
		Rect2( Point2(region.pos.x+region.size.width-p_margin[MARGIN_RIGHT], region.pos.y+region.size.height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])),
		Size2( texture->width, texture->height ) );

	Rect2 rect_center( p_rect.pos+Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] ));

	Rect2 src_center( Point2(region.pos.x+p_margin[MARGIN_LEFT], region.pos.y+p_margin[MARGIN_TOP]), Size2(region.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], region.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] ));


	_draw_textured_quad( // top
		Rect2( Point2(rect_center.pos.x,p_rect.pos.y),Size2(rect_center.size.width,p_margin[MARGIN_TOP])),
		Rect2( Point2(src_center.pos.x,region.pos.y), Size2(src_center.size.width,p_margin[MARGIN_TOP])),
		Size2( texture->width, texture->height ) );

	_draw_textured_quad( // bottom
		Rect2( Point2(rect_center.pos.x,rect_center.pos.y+rect_center.size.height),Size2(rect_center.size.width,p_margin[MARGIN_BOTTOM])),
		Rect2( Point2(src_center.pos.x,src_center.pos.y+src_center.size.height), Size2(src_center.size.width,p_margin[MARGIN_BOTTOM])),
		Size2( texture->width, texture->height ) );

	_draw_textured_quad( // left
		Rect2( Point2(p_rect.pos.x,rect_center.pos.y),Size2(p_margin[MARGIN_LEFT],rect_center.size.height)),
		Rect2( Point2(region.pos.x,region.pos.y+p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT],src_center.size.height)),
		Size2( texture->width, texture->height ) );

	_draw_textured_quad( // right
		Rect2( Point2(rect_center.pos.x+rect_center.size.width,rect_center.pos.y),Size2(p_margin[MARGIN_RIGHT],rect_center.size.height)),
		Rect2( Point2(src_center.pos.x+src_center.size.width,region.pos.y+p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT],src_center.size.height)),
		Size2( texture->width, texture->height ) );

	if (p_draw_center) {

		_draw_textured_quad(
			rect_center,
			src_center,
			Size2( texture->width, texture->height ));
	}


	_rinfo.ci_draw_commands++;
}

void RasterizerGLES2::canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width) {

	ERR_FAIL_COND(p_points.size()<1);
	_set_color_attrib(Color(1,1,1,canvas_opacity));
	_bind_canvas_texture(p_texture);
	_draw_gui_primitive(p_points.size(),p_points.ptr(),p_colors.ptr(),p_uvs.ptr());

	_rinfo.ci_draw_commands++;
}

void RasterizerGLES2::canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) {

    bool do_colors=false;
    Color m;
    if (p_singlecolor) {
        m = *p_colors;
        m.a*=canvas_opacity;
        _set_color_attrib(m);
    } else if (!p_colors) {
        m = Color(1, 1, 1, canvas_opacity);
        _set_color_attrib(m);
    } else
        do_colors=true;

    Texture *texture = _bind_canvas_texture(p_texture);

#ifndef GLES_NO_CLIENT_ARRAYS
    glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
	if (do_colors) {

		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
	} else {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
	}

	if (texture && p_uvs) {

		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	if (p_indices) {
#ifdef GLEW_ENABLED
		glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices );
#else
		static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
		ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
		static uint16_t _draw_poly_indices[_max_draw_poly_indices];
		for (int i=0; i<p_vertex_count; i++) {
			_draw_poly_indices[i] = p_indices[i];
		};
		glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, _draw_poly_indices );
#endif
	} else {
		glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
	}


#else //WebGL specific impl.
	glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
    float *b = GlobalVertexBuffer;
    int ofs = 0;
    if(p_vertex_count > MAX_POLYGON_VERTICES){
        print_line("Too many vertices to render");
        return;
    }
    glEnableVertexAttribArray(VS::ARRAY_VERTEX);
    glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
    for(int i=0;i<p_vertex_count;i++) {
        b[ofs++]=p_vertices[i].x;
        b[ofs++]=p_vertices[i].y;
    }

    if (p_colors && do_colors) {

        glEnableVertexAttribArray(VS::ARRAY_COLOR);
        glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
        for(int i=0;i<p_vertex_count;i++) {
            b[ofs++]=p_colors[i].r;
            b[ofs++]=p_colors[i].g;
            b[ofs++]=p_colors[i].b;
            b[ofs++]=p_colors[i].a;
        }

    } else {
        glDisableVertexAttribArray(VS::ARRAY_COLOR);
    }


    if (p_uvs) {

        glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
        glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
        for(int i=0;i<p_vertex_count;i++) {
            b[ofs++]=p_uvs[i].x;
            b[ofs++]=p_uvs[i].y;
        }

    } else {
        glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
    }

    glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);

    //bind the indices buffer.
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);

		static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
		ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
		static uint16_t _draw_poly_indices[_max_draw_poly_indices];
		for (int i=0; i<p_vertex_count; i++) {
			_draw_poly_indices[i] = p_indices[i];
             //OS::get_singleton()->print("ind: %d ", p_indices[i]);
		};

        //copy the data to GPU.
        glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);

        //draw the triangles.
        glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif

	_rinfo.ci_draw_commands++;

};


void RasterizerGLES2::canvas_set_transform(const Transform2D& p_transform) {

	canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,p_transform);

	//canvas_transform = Variant(p_transform);
}

RID RasterizerGLES2::canvas_light_occluder_create() {

	CanvasOccluder *co = memnew( CanvasOccluder );
	co->index_id=0;
	co->vertex_id=0;
	co->len=0;

	return canvas_occluder_owner.make_rid(co);
}

void RasterizerGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2>& p_lines) {

	CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
	ERR_FAIL_COND(!co);

	co->lines=p_lines;

	if (p_lines.size()!=co->len) {

		if (co->index_id)
			glDeleteBuffers(1,&co->index_id);
		if (co->vertex_id)
			glDeleteBuffers(1,&co->vertex_id);

		co->index_id=0;
		co->vertex_id=0;
		co->len=0;

	}

	if (p_lines.size()) {



		PoolVector<float> geometry;
		PoolVector<uint16_t> indices;
		int lc = p_lines.size();

		geometry.resize(lc*6);
		indices.resize(lc*3);

		PoolVector<float>::Write vw=geometry.write();
		PoolVector<uint16_t>::Write iw=indices.write();


		PoolVector<Vector2>::Read lr=p_lines.read();

		const int POLY_HEIGHT = 16384;

		for(int i=0;i<lc/2;i++) {

			vw[i*12+0]=lr[i*2+0].x;
			vw[i*12+1]=lr[i*2+0].y;
			vw[i*12+2]=POLY_HEIGHT;

			vw[i*12+3]=lr[i*2+1].x;
			vw[i*12+4]=lr[i*2+1].y;
			vw[i*12+5]=POLY_HEIGHT;

			vw[i*12+6]=lr[i*2+1].x;
			vw[i*12+7]=lr[i*2+1].y;
			vw[i*12+8]=-POLY_HEIGHT;

			vw[i*12+9]=lr[i*2+0].x;
			vw[i*12+10]=lr[i*2+0].y;
			vw[i*12+11]=-POLY_HEIGHT;

			iw[i*6+0]=i*4+0;
			iw[i*6+1]=i*4+1;
			iw[i*6+2]=i*4+2;

			iw[i*6+3]=i*4+2;
			iw[i*6+4]=i*4+3;
			iw[i*6+5]=i*4+0;

		}

		//if same buffer len is being set, just use BufferSubData to avoid a pipeline flush


		if (!co->vertex_id) {
			glGenBuffers(1,&co->vertex_id);
			glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id);
			glBufferData(GL_ARRAY_BUFFER,lc*6*sizeof(real_t),vw.ptr(),GL_STATIC_DRAW);
		} else {

			glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id);
			glBufferSubData(GL_ARRAY_BUFFER,0,lc*6*sizeof(real_t),vw.ptr());

		}

		glBindBuffer(GL_ARRAY_BUFFER,0); //unbind

		if (!co->index_id) {

			glGenBuffers(1,&co->index_id);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER,lc*3*sizeof(uint16_t),iw.ptr(),GL_STATIC_DRAW);
		} else {


			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id);
			glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,lc*3*sizeof(uint16_t),iw.ptr());
		}

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind

		co->len=lc;

	}



}

RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {

	CanvasLightShadow *cls = memnew( CanvasLightShadow );
	if (p_width>max_texture_size)
		p_width=max_texture_size;

	cls->size=p_width;
	glActiveTexture(GL_TEXTURE0);

	glGenFramebuffers(1, &cls->fbo);
	glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);

	// Create a render buffer
	glGenRenderbuffers(1, &cls->rbo);
	glBindRenderbuffer(GL_RENDERBUFFER, cls->rbo);

	// Create a texture for storing the depth
	glGenTextures(1, &cls->depth);
	glBindTexture(GL_TEXTURE_2D, cls->depth);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	// Remove artifact on the edges of the shadowmap
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

	cls->height=16;

	//print_line("ERROR? "+itos(glGetError()));
	if ( read_depth_supported ) {

		// We'll use a depth texture to store the depths in the shadow map
		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, cls->size, cls->height, 0,
			     GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);

#ifdef GLEW_ENABLED
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif

		// Attach the depth texture to FBO depth attachment point
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
				       GL_TEXTURE_2D, cls->depth, 0);

#ifdef GLEW_ENABLED
		glDrawBuffer(GL_NONE);
#endif

	} else {
		// We'll use a RGBA texture into which we pack the depth info
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0,
				GL_RGBA, GL_UNSIGNED_BYTE, NULL);

		// Attach the RGBA texture to FBO color attachment point
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
				GL_TEXTURE_2D, cls->depth, 0);
		cls->rgba=cls->depth;

		// Allocate 16-bit depth buffer
		glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);

		// Attach the render buffer as depth buffer - will be ignored
		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
				GL_RENDERBUFFER, cls->rbo);


	}

	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
	//printf("errnum: %x\n",status);
#ifdef GLEW_ENABLED
	if (read_depth_supported) {
		//glDrawBuffer(GL_BACK);
	}
#endif
	glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
	DEBUG_TEST_ERROR("2D Shadow Buffer Init");
	ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE, RID() );

#ifdef GLEW_ENABLED
	if (read_depth_supported) {
		//glDrawBuffer(GL_BACK);
	}
#endif

	return canvas_light_shadow_owner.make_rid(cls);
}

void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) {

	CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_buffer);
	ERR_FAIL_COND(!cls);


	glDisable(GL_BLEND);
	glDisable(GL_SCISSOR_TEST);
	glDisable(GL_DITHER);
	glDisable(GL_CULL_FACE);
	glDepthFunc(GL_LEQUAL);
	glEnable(GL_DEPTH_TEST);
	glDepthMask(true);

	glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);

	if (!use_rgba_shadowmaps)
		glColorMask(0, 0, 0, 0);

	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	canvas_shadow_shader.bind();

	glViewport(0, 0, cls->size,cls->height);
	_glClearDepth(1.0f);
	glClearColor(1,1,1,1);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

	VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;


	for(int i=0;i<4;i++) {

		//make sure it remains orthogonal, makes easy to read angle later

		Transform light;
		light.origin[0]=p_light_xform[2][0];
		light.origin[1]=p_light_xform[2][1];
		light.basis[0][0]=p_light_xform[0][0];
		light.basis[0][1]=p_light_xform[1][0];
		light.basis[1][0]=p_light_xform[0][1];
		light.basis[1][1]=p_light_xform[1][1];

		//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));

	/	//p_near=1;
		CameraMatrix projection;
		{
			real_t fov =  90;
			real_t near = p_near;
			real_t far = p_far;
			real_t aspect = 1.0;

			real_t ymax = near * Math::tan( Math::deg2rad( fov * 0.5 ) );
			real_t ymin = - ymax;
			real_t xmin = ymin * aspect;
			real_t xmax = ymax * aspect;

			projection.set_frustum( xmin, xmax, ymin, ymax, near, far );
		}

		Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0));
		projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse());

		canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX,projection);
		canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX,light);

		if (i==0)
			*p_xform_cache=projection;

		glViewport(0, (cls->height/4)*i, cls->size,cls->height/4);

		CanvasLightOccluderInstance *instance=p_occluders;

		while(instance) {

			CanvasOccluder *cc = canvas_occluder_owner.get(instance->polygon_buffer);
			if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) {

				instance=instance->next;
				continue;
			}

			canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX,instance->xform_cache);
			if (cull!=instance->cull_cache) {

				cull=instance->cull_cache;
				switch(cull) {
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {

						glDisable(GL_CULL_FACE);

					} break;
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {

						glEnable(GL_CULL_FACE);
						glCullFace(GL_FRONT);
					} break;
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {

						glEnable(GL_CULL_FACE);
						glCullFace(GL_BACK);

					} break;
				}
			}
/*
			if (i==0) {
				for(int i=0;i<cc->lines.size();i++) {
					Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
					Plane pp(Vector3(p.x,p.y,0),1);
					pp.normal = light.xform(pp.normal);
					pp = projection.xform4(pp);
					print_line(itos(i)+": "+pp.normal/pp.d);
					//pp=light_mat.xform4(pp);
					//print_line(itos(i)+": "+pp.normal/pp.d);
				}
			}
*/
			glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id);
			glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
			glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0);


			instance=instance->next;
		}


	}

	glDisableVertexAttribArray(VS::ARRAY_VERTEX);
	glBindBuffer(GL_ARRAY_BUFFER,0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);

	if (shadow_filter==SHADOW_FILTER_ESM) {
		//blur the buffer
#if 0
	//this is ignord, it did not make any difference..
		if (read_depth_supported) {
			glDepthFunc(GL_ALWAYS);
		} else {
			glDisable(GL_DEPTH_TEST);
			glDepthMask(false);
		}
		glDisable(GL_CULL_FACE);
		glViewport(0, 0, cls->size,cls->height);

		int passes=1;
		CanvasLightShadow *blur = canvas_light_shadow_owner.get(canvas_shadow_blur);

		copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true);
		copy_shader.bind();
		copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,1);
		copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
		glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);

		for(int i=0;i<passes;i++) {

			glBindFramebuffer(GL_FRAMEBUFFER, blur->fbo);
			glActiveTexture(GL_TEXTURE0);

			if (read_depth_supported)
				glBindTexture(GL_TEXTURE_2D,cls->depth);
			else
				glBindTexture(GL_TEXTURE_2D,cls->rgba);


			{
				Vector2 src_sb_uv[4]={
					Vector2( 0, 1),
					Vector2( 1, 1),
					Vector2( 1, 0),
					Vector2( 0, 0)
				};
				static const Vector2 dst_pos[4]={
					Vector2(-1, 1),
					Vector2( 1, 1),
					Vector2( 1,-1),
					Vector2(-1,-1)
				};



				copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/cls->size);
				_draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
			}

			glActiveTexture(GL_TEXTURE0);
			if (read_depth_supported)
				glBindTexture(GL_TEXTURE_2D,blur->depth);
			else
				glBindTexture(GL_TEXTURE_2D,blur->rgba);

			glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);

			{
				float hlimit = float(cls->size) / blur->size;
				//hlimit*=2.0;
				Vector2 src_sb_uv[4]={
					Vector2( 0, 1),
					Vector2( hlimit, 1),
					Vector2( hlimit, 0),
					Vector2( 0, 0)
				};
				static const Vector2 dst_pos[4]={
					Vector2(-1, 1),
					Vector2( 1, 1),
					Vector2( 1,-1),
					Vector2(-1,-1)
				};


				copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/blur->size);
				_draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
			}

		}
		copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
		glDepthFunc(GL_LEQUAL);
#endif
	}

	glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
	glColorMask(1, 1, 1, 1);



}


void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow) {

	CanvasLight* light=p_lights_with_shadow;

	canvas_begin(); //reset

	int h = 10;
	int w = viewport.width;
	int ofs = h;

	//print_line(" debug lights ");
	while(light) {

		//print_line("debug light");
		if (light->shadow_buffer.is_valid()) {

			//print_line("sb is valid");
			CanvasLightShadow * sb = canvas_light_shadow_owner.get(light->shadow_buffer);
			if (sb) {
				glActiveTexture(GL_TEXTURE0);
				if (read_depth_supported)
					glBindTexture(GL_TEXTURE_2D,sb->depth);
				else
					glBindTexture(GL_TEXTURE_2D,sb->rgba);
				_draw_textured_quad(Rect2(h,ofs,w-h*2,h),Rect2(0,0,sb->size,10),Size2(sb->size,10),false,false);
				ofs+=h*2;

			}
		}

		light=light->shadows_next_ptr;
	}

}

void RasterizerGLES2::_canvas_normal_set_flip(const Vector2& p_flip) {

	if (p_flip==normal_flip)
		return;
	normal_flip=p_flip;
	canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,normal_flip);
}


template<bool use_normalmap>
void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip) {

	int cc=p_item->commands.size();
	CanvasItem::Command **commands = p_item->commands.ptr();


	for(int i=0;i<cc;i++) {

		CanvasItem::Command *c=commands[i];

		switch(c->type) {
			case CanvasItem::Command::TYPE_LINE: {

				CanvasItem::CommandLine* line = static_cast<CanvasItem::CommandLine*>(c);
				canvas_draw_line(line->from,line->to,line->color,line->width,line->antialiased);
			} break;
			case CanvasItem::Command::TYPE_RECT: {

				CanvasItem::CommandRect* rect = static_cast<CanvasItem::CommandRect*>(c);
				//canvas_draw_rect(rect->rect,rect->region,rect->source,rect->flags&CanvasItem::CommandRect::FLAG_TILE,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V,rect->texture,rect->modulate);
#if 0
				int flags=0;

				if (rect->flags&CanvasItem::CommandRect::FLAG_REGION) {
					flags|=Rasterizer::CANVAS_RECT_REGION;
				}
				if (rect->flags&CanvasItem::CommandRect::FLAG_TILE) {
					flags|=Rasterizer::CANVAS_RECT_TILE;
				}
				if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H) {

					flags|=Rasterizer::CANVAS_RECT_FLIP_H;
				}
				if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V) {

					flags|=Rasterizer::CANVAS_RECT_FLIP_V;
				}
#else

				int flags=rect->flags;
#endif
				if (use_normalmap)
					_canvas_normal_set_flip(Vector2((flags&CANVAS_RECT_FLIP_H)?-1:1,(flags&CANVAS_RECT_FLIP_V)?-1:1));
				canvas_draw_rect(rect->rect,flags,rect->source,rect->texture,rect->modulate);

			} break;
			case CanvasItem::Command::TYPE_STYLE: {

				CanvasItem::CommandStyle* style = static_cast<CanvasItem::CommandStyle*>(c);
				if (use_normalmap)
					_canvas_normal_set_flip(Vector2(1,1));
				canvas_draw_style_box(style->rect,style->source,style->texture,style->margin,style->draw_center,style->color);

			} break;
			case CanvasItem::Command::TYPE_PRIMITIVE: {

				if (use_normalmap)
					_canvas_normal_set_flip(Vector2(1,1));
				CanvasItem::CommandPrimitive* primitive = static_cast<CanvasItem::CommandPrimitive*>(c);
				canvas_draw_primitive(primitive->points,primitive->colors,primitive->uvs,primitive->texture,primitive->width);
			} break;
			case CanvasItem::Command::TYPE_POLYGON: {

				if (use_normalmap)
					_canvas_normal_set_flip(Vector2(1,1));
				CanvasItem::CommandPolygon* polygon = static_cast<CanvasItem::CommandPolygon*>(c);
				canvas_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);

			} break;

			case CanvasItem::Command::TYPE_POLYGON_PTR: {

				if (use_normalmap)
					_canvas_normal_set_flip(Vector2(1,1));
				CanvasItem::CommandPolygonPtr* polygon = static_cast<CanvasItem::CommandPolygonPtr*>(c);
				canvas_draw_polygon(polygon->count,polygon->indices,polygon->points,polygon->uvs,polygon->colors,polygon->texture,false);
			} break;
			case CanvasItem::Command::TYPE_CIRCLE: {

				CanvasItem::CommandCircle* circle = static_cast<CanvasItem::CommandCircle*>(c);
				static const int numpoints=32;
				Vector2 points[numpoints+1];
				points[numpoints]=circle->pos;
				int indices[numpoints*3];

				for(int i=0;i<numpoints;i++) {

					points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius;
					indices[i*3+0]=i;
					indices[i*3+1]=(i+1)%numpoints;
					indices[i*3+2]=numpoints;
				}
				canvas_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
				//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
			} break;
			case CanvasItem::Command::TYPE_TRANSFORM: {

				CanvasItem::CommandTransform* transform = static_cast<CanvasItem::CommandTransform*>(c);
				canvas_set_transform(transform->xform);
			} break;
			case CanvasItem::Command::TYPE_BLEND_MODE: {

				CanvasItem::CommandBlendMode* bm = static_cast<CanvasItem::CommandBlendMode*>(c);
				canvas_set_blend_mode(bm->blend_mode);

			} break;
			case CanvasItem::Command::TYPE_CLIP_IGNORE: {

				CanvasItem::CommandClipIgnore* ci = static_cast<CanvasItem::CommandClipIgnore*>(c);
				if (current_clip) {

					if (ci->ignore!=reclip) {
						if (ci->ignore) {

							glDisable(GL_SCISSOR_TEST);
							reclip=true;
						} else  {

							glEnable(GL_SCISSOR_TEST);
							//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
							//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);

							int x;
							int y;
							int w;
							int h;

							if (current_rt) {
								x = current_clip->final_clip_rect.pos.x;
								y = current_clip->final_clip_rect.pos.y;
								w = current_clip->final_clip_rect.size.x;
								h = current_clip->final_clip_rect.size.y;
							}
							else {
								x = current_clip->final_clip_rect.pos.x;
								y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
								w = current_clip->final_clip_rect.size.x;
								h = current_clip->final_clip_rect.size.y;
							}

							glScissor(x,y,w,h);


							reclip=false;
						}
					}
				}



			} break;
		}
	}

}

void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) {

	if (canvas_shader.bind())
		rebind_texpixel_size=true;

	if (material->shader_version!=shader->version) {
		//todo optimize uniforms
		material->shader_version=shader->version;
	}

	if (shader->has_texscreen && framebuffer.active) {

		int x = viewport.x;
		int y = window_size.height-(viewport.height+viewport.y);

		canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
		canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
		canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1);
		glActiveTexture(GL_TEXTURE0+max_texture_units-1);
		glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
		if (framebuffer.scale==1 && !canvas_texscreen_used) {
#ifdef GLEW_ENABLED
			if (current_rt) {
				glReadBuffer(GL_COLOR_ATTACHMENT0);
			} else {
				glReadBuffer(GL_BACK);
			}
#endif
			if (current_rt) {
				glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
				canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(viewport.y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
				//window_size.height-(viewport.height+viewport.y)
			} else {
				glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
			}

			canvas_texscreen_used=true;
		}

		glActiveTexture(GL_TEXTURE0);

	}

	if (shader->has_screen_uv) {
		canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
	}


	uses_texpixel_size=shader->uses_texpixel_size;

}

void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* shader) {

	//this can be optimized..
	int tex_id=1;
	int idx=0;
	for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {

		Map<StringName,Variant>::Element *F=material->shader_param.find(E->key());

		if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) {

			RID rid;
			if (F) {
				rid=F->get();
			}

			if (!rid.is_valid()) {

				Map<StringName,RID>::Element *DT=shader->default_textures.find(E->key());
				if (DT) {
					rid=DT->get();
				}
			}

			if (rid.is_valid()) {

				int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..

				glActiveTexture(GL_TEXTURE0+tex_id);
				Texture *t=texture_owner.get(rid);
				if (!t)
					glBindTexture(GL_TEXTURE_2D,white_tex);
				else
					glBindTexture(t->target,t->tex_id);

				glUniform1i(loc,tex_id);
				tex_id++;
			}
		} else {
			Variant &v=F?F->get():E->get().default_value;
			canvas_shader.set_custom_uniform(idx,v);
		}

		idx++;
	}

	if (tex_id>1) {
		glActiveTexture(GL_TEXTURE0);
	}

	if (shader->uses_time) {
		canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,shader_time_rollback));
		draw_next_frame=true;
	}
		//if uses TIME - draw_next_frame=true


}

void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light) {


	CanvasItem *current_clip=NULL;
	Shader *shader_cache=NULL;

	bool rebind_shader=true;

	canvas_opacity=1.0;
	canvas_use_modulate=p_modulate!=Color(1,1,1,1);
	canvas_modulate=p_modulate;
	canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
	canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);


	bool reset_modulate=false;
	bool prev_distance_field=false;

	while(p_item_list) {

		CanvasItem *ci=p_item_list;

		if (ci->vp_render) {
			if (draw_viewport_func) {
				draw_viewport_func(ci->vp_render->owner,ci->vp_render->udata,ci->vp_render->rect);
			}
			memdelete(ci->vp_render);
			ci->vp_render=NULL;
			canvas_last_material=NULL;
			canvas_use_modulate=p_modulate!=Color(1,1,1,1);
			canvas_modulate=p_modulate;
			canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
			canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);
			prev_distance_field=false;
			rebind_shader=true;
			reset_modulate=true;


		}

		if (prev_distance_field!=ci->distance_field) {

			canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,ci->distance_field);
			prev_distance_field=ci->distance_field;
			rebind_shader=true;
		}


		if (current_clip!=ci->final_clip_owner) {

			current_clip=ci->final_clip_owner;

			//setup clip
			if (current_clip) {

				glEnable(GL_SCISSOR_TEST);
				//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
				//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);

/*				int x = viewport.x+current_clip->final_clip_rect.pos.x;
				int y = window_size.height-(viewport.y+current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.y);
				int w = current_clip->final_clip_rect.size.x;
				int h = current_clip->final_clip_rect.size.y;
*/
				int x;
				int y;
				int w;
				int h;

				if (current_rt) {
					x = current_clip->final_clip_rect.pos.x;
					y = current_clip->final_clip_rect.pos.y;
					w = current_clip->final_clip_rect.size.x;
					h = current_clip->final_clip_rect.size.y;
				}
				else {
					x = current_clip->final_clip_rect.pos.x;
					y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
					w = current_clip->final_clip_rect.size.x;
					h = current_clip->final_clip_rect.size.y;
				}

				glScissor(x,y,w,h);

			} else {

				glDisable(GL_SCISSOR_TEST);
			}
		}

		if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {

			Rect2 rect;
			int x,y;

			if (ci->copy_back_buffer->full) {

				x = viewport.x;
				y = window_size.height-(viewport.height+viewport.y);
			} else {
				x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
				y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
			}
			glActiveTexture(GL_TEXTURE0+max_texture_units-1);
			glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);

#ifdef GLEW_ENABLED
			if (current_rt) {
				glReadBuffer(GL_COLOR_ATTACHMENT0);
			} else {
				glReadBuffer(GL_BACK);
			}
#endif
			if (current_rt) {
				glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
				//window_size.height-(viewport.height+viewport.y)
			} else {
				glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
			}

			canvas_texscreen_used=true;
			glActiveTexture(GL_TEXTURE0);
		}




		//begin rect
		CanvasItem *material_owner = ci->material_owner?ci->material_owner:ci;
		CanvasItemMaterial *material = material_owner->material;

		if (material!=canvas_last_material || rebind_shader) {

			Shader *shader = NULL;
			if (material && material->shader.is_valid()) {
				shader = shader_owner.get(material->shader);
				if (shader && !shader->valid) {
					shader=NULL;
				}
			}

			shader_cache=shader;

			if (shader) {
				canvas_shader.set_custom_shader(shader->custom_code_id);
				_canvas_item_setup_shader_params(material,shader);
			} else {
				shader_cache=NULL;
				canvas_shader.set_custom_shader(0);
				canvas_shader.bind();
				uses_texpixel_size=false;

			}


			canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
			if (canvas_use_modulate)
				reset_modulate=true;
			canvas_last_material=material;
			rebind_shader=false;
		}

		if (material && shader_cache) {

			_canvas_item_setup_shader_uniforms(material,shader_cache);
		}

		bool unshaded = (material && material->shading_mode==VS::CANVAS_ITEM_SHADING_UNSHADED) || ci->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX;

		if (unshaded) {
			canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,Color(1,1,1,1));
			reset_modulate=true;
		} else if (reset_modulate) {
			canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
			reset_modulate=false;
		}



		canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
		canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());


		bool reclip=false;

		if (ci==p_item_list || ci->blend_mode!=canvas_blend_mode) {

			switch(ci->blend_mode) {

				 case VS::MATERIAL_BLEND_MODE_MIX: {
					glBlendEquation(GL_FUNC_ADD);
					if (current_rt && current_rt_transparent) {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
					}
					else {
						glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
					}

				 } break;
				 case VS::MATERIAL_BLEND_MODE_ADD: {

					glBlendEquation(GL_FUNC_ADD);
					glBlendFunc(GL_SRC_ALPHA,GL_ONE);

				 } break;
				 case VS::MATERIAL_BLEND_MODE_SUB: {

					glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
					glBlendFunc(GL_SRC_ALPHA,GL_ONE);
				 } break;
				case VS::MATERIAL_BLEND_MODE_MUL: {
					glBlendEquation(GL_FUNC_ADD);
					glBlendFunc(GL_DST_COLOR,GL_ZERO);
				} break;
				case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: {
					glBlendEquation(GL_FUNC_ADD);
					glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
				} break;

			}

			canvas_blend_mode=ci->blend_mode;
		}

		canvas_opacity = ci->final_opacity;


		if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT) && !ci->light_masked ))
			_canvas_item_render_commands<false>(ci,current_clip,reclip);

		if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) {

			CanvasLight *light = p_light;
			bool light_used=false;
			VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD;


			while(light) {


				if (ci->light_mask&light->item_mask && p_z>=light->z_min && p_z<=light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache,light->rect_cache)) {

					//intersects this light

					if (!light_used || mode!=light->mode) {

						mode=light->mode;

						switch(mode) {

							case VS::CANVAS_LIGHT_MODE_ADD: {
								glBlendEquation(GL_FUNC_ADD);
								glBlendFunc(GL_SRC_ALPHA,GL_ONE);

							} break;
							case VS::CANVAS_LIGHT_MODE_SUB: {
								glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
								glBlendFunc(GL_SRC_ALPHA,GL_ONE);
							} break;
							case VS::CANVAS_LIGHT_MODE_MIX:
							case VS::CANVAS_LIGHT_MODE_MASK: {
								glBlendEquation(GL_FUNC_ADD);
								glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

							} break;
						}

					}

					if (!light_used) {

						canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,true);
						canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
						light_used=true;
						normal_flip=Vector2(1,1);

					}


					bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask;

					canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,has_shadow);

					bool light_rebind = canvas_shader.bind();

					if (light_rebind) {

						if (material && shader_cache) {
							_canvas_item_setup_shader_params(material,shader_cache);
							_canvas_item_setup_shader_uniforms(material,shader_cache);
						}

						canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
						canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
						canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
						if (canvas_use_modulate)
							canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
						canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,Vector2(1,1));
						canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE,1.0/light->shadow_buffer_size);


					}

					canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX,light->light_shader_xform);
					canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS,light->light_shader_pos);
					canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,Color(light->color.r*light->energy,light->color.g*light->energy,light->color.b*light->energy,light->color.a));
					canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height);
					canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse());
					canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA,light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0);

					if (has_shadow) {

						CanvasLightShadow *cls = canvas_light_shadow_owner.get(light->shadow_buffer);
						glActiveTexture(GL_TEXTURE0+max_texture_units-3);
						if (read_depth_supported)
							glBindTexture(GL_TEXTURE_2D,cls->depth);
						else
							glBindTexture(GL_TEXTURE_2D,cls->rgba);

						canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE,max_texture_units-3);
						canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
						canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
						canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);

					}


					glActiveTexture(GL_TEXTURE0+max_texture_units-2);
					canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_TEXTURE,max_texture_units-2);
					Texture *t = texture_owner.get(light->texture);
					if (!t) {
						glBindTexture(GL_TEXTURE_2D,white_tex);
					} else {

						glBindTexture(t->target,t->tex_id);
					}

					glActiveTexture(GL_TEXTURE0);
					_canvas_item_render_commands<true>(ci,current_clip,reclip); //redraw using light

				}

				light=light->next_ptr;
			}

			if (light_used) {


				canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,false);
				canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
				canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,false);

				canvas_shader.bind();

				if (material && shader_cache) {
					_canvas_item_setup_shader_params(material,shader_cache);
					_canvas_item_setup_shader_uniforms(material,shader_cache);
				}

				canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
				canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
				if (canvas_use_modulate)
					canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);

				glBlendEquation(GL_FUNC_ADD);
				if (current_rt && current_rt_transparent) {
					glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
				}
				else {
					glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				}
			}


		}

		if (reclip) {

			glEnable(GL_SCISSOR_TEST);
			//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
			//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);

			int x;
			int y;
			int w;
			int h;

			if (current_rt) {
				x = current_clip->final_clip_rect.pos.x;
				y = current_clip->final_clip_rect.pos.y;
				w = current_clip->final_clip_rect.size.x;
				h = current_clip->final_clip_rect.size.y;
			}
			else {
				x = current_clip->final_clip_rect.pos.x;
				y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
				w = current_clip->final_clip_rect.size.x;
				h = current_clip->final_clip_rect.size.y;
			}

			glScissor(x,y,w,h);


		}



		p_item_list=p_item_list->next;
	}

	if (current_clip) {
		glDisable(GL_SCISSOR_TEST);
	}

}

/* ENVIRONMENT */

RID RasterizerGLES2::environment_create() {

	Environment * env = memnew( Environment );
	return environment_owner.make_rid(env);
}

void RasterizerGLES2::environment_set_background(RID p_env,VS::EnvironmentBG p_bg) {

	ERR_FAIL_INDEX(p_bg,VS::ENV_BG_MAX);
	Environment * env = environment_owner.get(p_env);
	ERR_FAIL_COND(!env);
	env->bg_mode=p_bg;
}

VS::EnvironmentBG RasterizerGLES2::environment_get_background(RID p_env) const{

	const Environment * env = environment_owner.get(p_env);
	ERR_FAIL_COND_V(!env,VS::ENV_BG_MAX);
	return env->bg_mode;
}

void RasterizerGLES2::environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value){

	ERR_FAIL_INDEX(p_param,VS::ENV_BG_PARAM_MAX);
	Environment * env = environment_owner.get(p_env);
	ERR_FAIL_COND(!env);
	env->bg_param[p_param]=p_value;

}
Variant RasterizerGLES2::environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const{

	ERR_FAIL_INDEX_V(p_param,VS::ENV_BG_PARAM_MAX,Variant());
	const Environment * env = environment_owner.get(p_env);
	ERR_FAIL_COND_V(!env,Variant());
	return env->bg_param[p_param];

}

void RasterizerGLES2::environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled){

	ERR_FAIL_INDEX(p_effect,VS::ENV_FX_MAX);
	Environment * env = environment_owner.get(p_env);
	ERR_FAIL_COND(!env);
	env->fx_enabled[p_effect]=p_enabled;
}
bool RasterizerGLES2::environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const{

	ERR_FAIL_INDEX_V(p_effect,VS::ENV_FX_MAX,false);
	const Environment * env = environment_owner.get(p_env);
	ERR_FAIL_COND_V(!env,false);
	return env->fx_enabled[p_effect];

}

void RasterizerGLES2::environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value){

	ERR_FAIL_INDEX(p_param,VS::ENV_FX_PARAM_MAX);
	Environment * env = environment_owner.get(p_env);
	ERR_FAIL_COND(!env);
	env->fx_param[p_param]=p_value;
}
Variant RasterizerGLES2::environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const{

	ERR_FAIL_INDEX_V(p_param,VS::ENV_FX_PARAM_MAX,Variant());
	const Environment * env = environment_owner.get(p_env);
	ERR_FAIL_COND_V(!env,Variant());
	return env->fx_param[p_param];

}



RID RasterizerGLES2::sampled_light_dp_create(int p_width,int p_height) {

	SampledLight *slight = memnew(SampledLight);
	slight->w=p_width;
	slight->h=p_height;
	slight->multiplier=1.0;
	slight->is_float=float_linear_supported;

	glActiveTexture(GL_TEXTURE0);
	glGenTextures(1,&slight->texture);
	glBindTexture(GL_TEXTURE_2D, slight->texture);
// for debug, but glitchy
	//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	// Remove artifact on the edges of the shadowmap
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);


	if (slight->is_float) {
#ifdef GLEW_ENABLED
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL);
#else
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL);
#endif
	} else {

		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);

	}

	return sampled_light_owner.make_rid(slight);
}

void RasterizerGLES2::sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier) {

	SampledLight *slight = sampled_light_owner.get(p_sampled_light);
	ERR_FAIL_COND(!slight);

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, slight->texture);

	if (slight->is_float) {

#ifdef GLEW_ENABLED
		glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data);
#else
		glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data);
#endif

	} else {
		//convert to bytes
		uint8_t *tex8 = (uint8_t*)alloca(slight->w*slight->h*4);
		const float* src=(const float*)p_data;

		for(int i=0;i<slight->w*slight->h*4;i++) {

			tex8[i]=Math::fast_ftoi(CLAMP(src[i]*255.0,0.0,255.0));
		}

		glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_UNSIGNED_BYTE,p_data);
	}

	slight->multiplier=p_multiplier;

}

/*MISC*/

bool RasterizerGLES2::is_texture(const RID& p_rid) const {

	return texture_owner.owns(p_rid);
}
bool RasterizerGLES2::is_material(const RID& p_rid) const {

	return material_owner.owns(p_rid);
}
bool RasterizerGLES2::is_mesh(const RID& p_rid) const {

	return mesh_owner.owns(p_rid);
}
bool RasterizerGLES2::is_immediate(const RID& p_rid) const {

	return immediate_owner.owns(p_rid);
}
bool RasterizerGLES2::is_multimesh(const RID& p_rid) const {

	return multimesh_owner.owns(p_rid);
}
bool RasterizerGLES2::is_particles(const RID &p_beam) const {

	return particles_owner.owns(p_beam);
}

bool RasterizerGLES2::is_light(const RID& p_rid) const {

	return light_owner.owns(p_rid);
}
bool RasterizerGLES2::is_light_instance(const RID& p_rid) const {

	return light_instance_owner.owns(p_rid);
}
bool RasterizerGLES2::is_particles_instance(const RID& p_rid) const {

	return particles_instance_owner.owns(p_rid);
}
bool RasterizerGLES2::is_skeleton(const RID& p_rid) const {

	return skeleton_owner.owns(p_rid);
}
bool RasterizerGLES2::is_environment(const RID& p_rid) const {

	return environment_owner.owns(p_rid);
}
bool RasterizerGLES2::is_shader(const RID& p_rid) const {

	return shader_owner.owns(p_rid);
}

bool RasterizerGLES2::is_canvas_light_occluder(const RID& p_rid) const {

	return false;
}

void RasterizerGLES2::free(const RID& p_rid) {
	if (texture_owner.owns(p_rid)) {

		// delete the texture
		Texture *texture = texture_owner.get(p_rid);

		//glDeleteTextures( 1,&texture->tex_id );
		_rinfo.texture_mem-=texture->total_data_size;
		texture_owner.free(p_rid);
		memdelete(texture);

	} else if (shader_owner.owns(p_rid)) {

		// delete the texture
		Shader *shader = shader_owner.get(p_rid);

		switch(shader->mode) {
			case VS::SHADER_MATERIAL: {
				material_shader.free_custom_shader(shader->custom_code_id);
			} break;
			case VS::SHADER_POST_PROCESS: {
				//postprocess_shader.free_custom_shader(shader->custom_code_id);
			} break;
		}

		if (shader->dirty_list.in_list())
			_shader_dirty_list.remove(&shader->dirty_list);

		//material_shader.free_custom_shader(shader->custom_code_id);
		shader_owner.free(p_rid);
		memdelete(shader);

	} else if (material_owner.owns(p_rid)) {

		Material *material = material_owner.get( p_rid );
		ERR_FAIL_COND(!material);

		_free_fixed_material(p_rid); //just in case
		material_owner.free(p_rid);
		memdelete(material);

	} else if (mesh_owner.owns(p_rid)) {

		Mesh *mesh = mesh_owner.get(p_rid);
		ERR_FAIL_COND(!mesh);
		for (int i=0;i<mesh->surfaces.size();i++) {

			Surface *surface = mesh->surfaces[i];
			if (surface->array_local != 0) {
				memfree(surface->array_local);
			};
			if (surface->index_array_local != 0) {
				memfree(surface->index_array_local);
			};

			if (mesh->morph_target_count>0) {

				for(int i=0;i<mesh->morph_target_count;i++) {

					memdelete_arr(surface->morph_targets_local[i].array);
				}
				memdelete_arr(surface->morph_targets_local);
				surface->morph_targets_local=NULL;
			}

			if (surface->vertex_id)
				glDeleteBuffers(1,&surface->vertex_id);
			if (surface->index_id)
				glDeleteBuffers(1,&surface->index_id);

			memdelete( surface );
		};

		mesh->surfaces.clear();

		mesh_owner.free(p_rid);
		memdelete(mesh);

	} else if (multimesh_owner.owns(p_rid)) {

	       MultiMesh *multimesh = multimesh_owner.get(p_rid);
	       ERR_FAIL_COND(!multimesh);

		if (multimesh->tex_id) {
			glDeleteTextures(1,&multimesh->tex_id);
		}

	       multimesh_owner.free(p_rid);
	       memdelete(multimesh);

	} else if (immediate_owner.owns(p_rid)) {

		Immediate *immediate = immediate_owner.get(p_rid);
		ERR_FAIL_COND(!immediate);

		immediate_owner.free(p_rid);
		memdelete(immediate);
	} else if (particles_owner.owns(p_rid)) {

		Particles *particles = particles_owner.get(p_rid);
		ERR_FAIL_COND(!particles);

		particles_owner.free(p_rid);
		memdelete(particles);
	} else if (particles_instance_owner.owns(p_rid)) {

		ParticlesInstance *particles_isntance = particles_instance_owner.get(p_rid);
		ERR_FAIL_COND(!particles_isntance);

		particles_instance_owner.free(p_rid);
		memdelete(particles_isntance);

	} else if (skeleton_owner.owns(p_rid)) {

		Skeleton *skeleton = skeleton_owner.get( p_rid );
		ERR_FAIL_COND(!skeleton);

		if (skeleton->dirty_list.in_list())
			_skeleton_dirty_list.remove(&skeleton->dirty_list);
		if (skeleton->tex_id) {
			glDeleteTextures(1,&skeleton->tex_id);
		}
		skeleton_owner.free(p_rid);
		memdelete(skeleton);

	} else if (light_owner.owns(p_rid)) {

		Light *light = light_owner.get( p_rid );
		ERR_FAIL_COND(!light)

		light_owner.free(p_rid);
		memdelete(light);

	} else if (light_instance_owner.owns(p_rid)) {

		LightInstance *light_instance = light_instance_owner.get( p_rid );
		ERR_FAIL_COND(!light_instance);
		light_instance->clear_shadow_buffers();
		light_instance_owner.free(p_rid);
		memdelete( light_instance );

	} else if (environment_owner.owns(p_rid)) {

		Environment *env = environment_owner.get( p_rid );
		ERR_FAIL_COND(!env);

		environment_owner.free(p_rid);
		memdelete( env );

	} else if (viewport_data_owner.owns(p_rid)) {

		ViewportData *viewport_data = viewport_data_owner.get( p_rid );
		ERR_FAIL_COND(!viewport_data);
		glDeleteFramebuffers(1,&viewport_data->lum_fbo);
		glDeleteTextures(1,&viewport_data->lum_color);
		viewport_data_owner.free(p_rid);
		memdelete( viewport_data );

	} else if (render_target_owner.owns(p_rid)) {

		RenderTarget *render_target = render_target_owner.get( p_rid );
		ERR_FAIL_COND(!render_target);
		render_target_set_size(p_rid,0,0); //clears framebuffer
		texture_owner.free(render_target->texture);
		memdelete(render_target->texture_ptr);
		render_target_owner.free(p_rid);
		memdelete( render_target );
	} else if (sampled_light_owner.owns(p_rid)) {

		SampledLight *sampled_light = sampled_light_owner.get( p_rid );
		ERR_FAIL_COND(!sampled_light);
		glDeleteTextures(1,&sampled_light->texture);
		sampled_light_owner.free(p_rid);
		memdelete( sampled_light );
	} else if (canvas_occluder_owner.owns(p_rid)) {


		CanvasOccluder *co = canvas_occluder_owner.get(p_rid);
		if (co->index_id)
			glDeleteBuffers(1,&co->index_id);
		if (co->vertex_id)
			glDeleteBuffers(1,&co->vertex_id);

		canvas_occluder_owner.free(p_rid);
		memdelete(co);

	} else if (canvas_light_shadow_owner.owns(p_rid)) {

		CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
		glDeleteFramebuffers(1,&cls->fbo);
		glDeleteRenderbuffers(1,&cls->rbo);
		glDeleteTextures(1,&cls->depth);
		/*
		if (!read_depth_supported) {
			glDeleteTextures(1,&cls->rgba);
		}
		*/

		canvas_light_shadow_owner.free(p_rid);
		memdelete(cls);
	};
}



bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {

	size=p_size;
	// Create a framebuffer object
	glGenFramebuffers(1, &fbo);
	glBindFramebuffer(GL_FRAMEBUFFER, fbo);

	// Create a render buffer
	glGenRenderbuffers(1, &rbo);
	glBindRenderbuffer(GL_RENDERBUFFER, rbo);

	// Create a texture for storing the depth
	glGenTextures(1, &depth);
	glBindTexture(GL_TEXTURE_2D, depth);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	// Remove artifact on the edges of the shadowmap
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

	//print_line("ERROR? "+itos(glGetError()));
	if ( p_use_depth ) {

		// We'll use a depth texture to store the depths in the shadow map
		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
			     GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);

#ifdef GLEW_ENABLED
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif

		// Attach the depth texture to FBO depth attachment point
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
				       GL_TEXTURE_2D, depth, 0);

#ifdef GLEW_ENABLED
		glDrawBuffer(GL_NONE);
#endif
	} else {
		// We'll use a RGBA texture into which we pack the depth info
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
				GL_RGBA, GL_UNSIGNED_BYTE, NULL);

		// Attach the RGBA texture to FBO color attachment point
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
				GL_TEXTURE_2D, depth, 0);

		// Allocate 16-bit depth buffer
		glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size,size);

		// Attach the render buffer as depth buffer - will be ignored
		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
				GL_RENDERBUFFER, rbo);


	}

#if 0

	if (!p_use_depth) {


		print_line("try no depth!");

		glGenTextures(1, &rgba);
		glBindTexture(GL_TEXTURE_2D, rgba);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rgba, 0);
/*
		glGenRenderbuffers(1, &depth);
		glBindRenderbuffer(GL_RENDERBUFFER, depth);
		glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, p_size, p_size);
		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
*/
		glGenTextures(1, &depth);
		glBindTexture(GL_TEXTURE_2D, depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);

	} else {

		//glGenRenderbuffers(1, &rbo);
		//glBindRenderbuffer(GL_RENDERBUFFER, rbo);

		glGenTextures(1, &depth);
		glBindTexture(GL_TEXTURE_2D, depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);

	}

#endif
	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
	//printf("errnum: %x\n",status);
#ifdef GLEW_ENABLED
	if (p_use_depth) {
		//glDrawBuffer(GL_BACK);
	}
#endif
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	DEBUG_TEST_ERROR("Shadow Buffer Init");
	ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );

#ifdef GLEW_ENABLED
	if (p_use_depth) {
		//glDrawBuffer(GL_BACK);
	}
#endif

#if 0
	glGenFramebuffers(1, &fbo_blur);
	glBindFramebuffer(GL_FRAMEBUFFER, fbo_blur);

	glGenRenderbuffers(1, &rbo_blur);
	glBindRenderbuffer(GL_RENDERBUFFER, rbo_blur);

	glGenTextures(1, &blur);
	glBindTexture(GL_TEXTURE_2D, blur);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);


	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
	//glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0,
	//GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL);

	// Attach the RGBA texture to FBO color attachment point
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
			GL_TEXTURE_2D, blur, 0);

	// Allocate 16-bit depth buffer
	/*
	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);

	// Attach the render buffer as depth buffer - will be ignored
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
			GL_RENDERBUFFER, rbo_blur);
	*/
	status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
	OS::get_singleton()->print("Status: %x\n",status);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	DEBUG_TEST_ERROR("Shadow Blur Buffer Init");
	ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
#endif

	return true;

}



void RasterizerGLES2::_update_framebuffer() {

	if (!use_framebuffers)
		return;

	int scale = GLOBAL_DEF("rasterizer/framebuffer_shrink",1);
	if (scale<1)
		scale=1;

	int dwidth = OS::get_singleton()->get_video_mode().width/scale;
	int dheight = OS::get_singleton()->get_video_mode().height/scale;

	if (framebuffer.fbo && dwidth==framebuffer.width && dheight==framebuffer.height)
		return;


	bool use_fbo=true;


	if (framebuffer.fbo!=0) {

		glDeleteFramebuffers(1,&framebuffer.fbo);
#if 0
		glDeleteTextures(1,&framebuffer.depth);
#else
		glDeleteRenderbuffers(1,&framebuffer.depth);

#endif
		glDeleteTextures(1,&framebuffer.color);

		for(int i=0;i<framebuffer.luminance.size();i++) {

			glDeleteTextures(1,&framebuffer.luminance[i].color);
			glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);

		}

		for(int i=0;i<3;i++) {

			glDeleteTextures(1,&framebuffer.blur[i].color);
			glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
		}

		glDeleteTextures(1,&framebuffer.sample_color);
		glDeleteFramebuffers(1,&framebuffer.sample_fbo);
		framebuffer.luminance.clear();
		framebuffer.blur_size=0;
		framebuffer.fbo=0;
	}

#ifdef TOOLS_ENABLED
	framebuffer.active=use_fbo;
#else
	framebuffer.active=use_fbo && !low_memory_2d;
#endif
	framebuffer.width=dwidth;
	framebuffer.height=dheight;
	framebuffer.scale=scale;

	if (!framebuffer.active)
		return;


	glGenFramebuffers(1, &framebuffer.fbo);
	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);

	//print_line("generating fbo, id: "+itos(framebuffer.fbo));
	//depth

	// Create a render buffer

#if 0
	glGenTextures(1, &framebuffer.depth);
	glBindTexture(GL_TEXTURE_2D, framebuffer.depth);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,  framebuffer.width, framebuffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, framebuffer.depth, 0);

#else

	glGenRenderbuffers(1, &framebuffer.depth);
	glBindRenderbuffer(GL_RENDERBUFFER, framebuffer.depth );

	glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, framebuffer.width,framebuffer.height);

	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, framebuffer.depth);

#endif
	//color

	//GLuint format_rgba = use_fp16_fb?_GL_RGBA16F_EXT:GL_RGBA;
	GLuint format_rgba = GL_RGBA;
	GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE;
	GLuint format_internal=GL_RGBA;

	if (use_16bits_fbo) {
		format_type=GL_UNSIGNED_SHORT_5_6_5;
		format_rgba=GL_RGB;
		format_internal=GL_RGB;
	}
	/*GLuint format_luminance = use_fp16_fb?GL_RGB16F:GL_RGBA;
	GLuint format_luminance_type = use_fp16_fb?(use_fu_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
	GLuint format_luminance_components = use_fp16_fb?GL_RGB:GL_RGBA;*/

	GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
	GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
	GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;




	glGenTextures(1, &framebuffer.color);
	glBindTexture(GL_TEXTURE_2D, framebuffer.color);
	glTexImage2D(GL_TEXTURE_2D, 0, format_rgba,  framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.color, 0);
#
	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	if (status != GL_FRAMEBUFFER_COMPLETE) {

		glDeleteFramebuffers(1,&framebuffer.fbo);
#if 0
		glDeleteTextures(1,&framebuffer.depth);
#else
		glDeleteRenderbuffers(1,&framebuffer.depth);

#endif
		glDeleteTextures(1,&framebuffer.color);
		framebuffer.fbo=0;
		framebuffer.active=false;
		//print_line("**************** NO FAMEBUFFEEEERRRR????");
		WARN_PRINT(String("Could not create framebuffer!!, code: "+itos(status)).ascii().get_data());
	}

	//sample

	glGenFramebuffers(1, &framebuffer.sample_fbo);
	glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
	glGenTextures(1, &framebuffer.sample_color);
	glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
	glTexImage2D(GL_TEXTURE_2D, 0, format_rgba,  framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.sample_color, 0);
#
	status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	if (status != GL_FRAMEBUFFER_COMPLETE) {

		glDeleteFramebuffers(1,&framebuffer.fbo);
#if 0
		glDeleteTextures(1,&framebuffer.depth);
#else
		glDeleteRenderbuffers(1,&framebuffer.depth);

#endif
		glDeleteTextures(1,&framebuffer.color);
		glDeleteTextures(1,&framebuffer.sample_color);
		glDeleteFramebuffers(1,&framebuffer.sample_fbo);
		framebuffer.fbo=0;
		framebuffer.active=false;
		//print_line("**************** NO FAMEBUFFEEEERRRR????");
		WARN_PRINT("Could not create framebuffer!!");
	}
	//blur

	int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);

	if (size!=framebuffer.blur_size) {


		for(int i=0;i<3;i++) {

			if (framebuffer.blur[i].fbo) {
				glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
				glDeleteTextures(1,&framebuffer.blur[i].color);
				framebuffer.blur[i].fbo=0;
				framebuffer.blur[i].color=0;
			}
		}

		framebuffer.blur_size=size;

		for(int i=0;i<3;i++) {

			glGenFramebuffers(1, &framebuffer.blur[i].fbo);
			glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);

			glGenTextures(1, &framebuffer.blur[i].color);
			glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
			glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, size, size, 0,
				     format_internal, format_type, NULL);
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
					       GL_TEXTURE_2D, framebuffer.blur[i].color, 0);


			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

			glBindFramebuffer(GL_FRAMEBUFFER, 0);
			DEBUG_TEST_ERROR("Shadow Buffer Init");
			ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );


		}

	}

	// luminance

	int base_size = GLOBAL_DEF("rasterizer/luminance_buffer_size",81);

	if (framebuffer.luminance.empty() || framebuffer.luminance[0].size!=base_size) {


		for(int i=0;i<framebuffer.luminance.size();i++) {

			glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
			glDeleteTextures(1,&framebuffer.luminance[i].color);
		}

		framebuffer.luminance.clear();



		while(base_size>0) {

			FrameBuffer::Luminance lb;
			lb.size=base_size;


			glGenFramebuffers(1, &lb.fbo);
			glBindFramebuffer(GL_FRAMEBUFFER, lb.fbo);

			glGenTextures(1, &lb.color);
			glBindTexture(GL_TEXTURE_2D, lb.color);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
			glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0,
				     format_luminance_components, format_luminance_type, NULL);
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
					       GL_TEXTURE_2D, lb.color, 0);


			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

			glBindFramebuffer(GL_FRAMEBUFFER, 0);

			base_size/=3;

			DEBUG_TEST_ERROR("Shadow Buffer Init");
			ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );

			framebuffer.luminance.push_back(lb);

		}
	}



}

void RasterizerGLES2::set_base_framebuffer(GLuint p_id, Vector2 p_size) {

	base_framebuffer=p_id;

	if (p_size.x != 0) {
		window_size = p_size;
	};
}

#if 0
void RasterizerGLES2::_update_blur_buffer() {

	int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
	if (size!=framebuffer.blur_size) {

		for(int i=0;i<3;i++) {

			if (framebuffer.blur[i].fbo) {
				glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
				glDeleteTextures(1,&framebuffer.blur[i].color);
				framebuffer.blur[i].fbo=0;
				framebuffer.blur[i].color=0;
			}
		}

		framebuffer.blur_size=size;

		for(int i=0;i<3;i++) {

			glGenFramebuffers(1, &framebuffer.blur[i].fbo);
			glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);

			glGenTextures(1, &framebuffer.blur[i].color);
			glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
					GL_RGBA, GL_UNSIGNED_BYTE, NULL);
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
					GL_TEXTURE_2D, framebuffer.blur[i].color, 0);


			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

			glBindFramebuffer(GL_FRAMEBUFFER, 0);
			DEBUG_TEST_ERROR("Shadow Buffer Init");
			ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );


		}

	}





}
#endif


bool RasterizerGLES2::_test_depth_shadow_buffer() {


	int size=16;

	GLuint fbo;
	GLuint rbo;
	GLuint depth;

	glActiveTexture(GL_TEXTURE0);

	glGenFramebuffers(1, &fbo);
	glBindFramebuffer(GL_FRAMEBUFFER, fbo);

	// Create a render buffer
	glGenRenderbuffers(1, &rbo);
	glBindRenderbuffer(GL_RENDERBUFFER, rbo);

	// Create a texture for storing the depth
	glGenTextures(1, &depth);
	glBindTexture(GL_TEXTURE_2D, depth);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	// Remove artifact on the edges of the shadowmap
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);



	// We'll use a depth texture to store the depths in the shadow map
	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
		     GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);

#ifdef GLEW_ENABLED
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif

	// Attach the depth texture to FBO depth attachment point
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
			       GL_TEXTURE_2D, depth, 0);


	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

	glDeleteFramebuffers(1,&fbo);
	glDeleteRenderbuffers(1,&rbo);
	glDeleteTextures(1,&depth);

	return status == GL_FRAMEBUFFER_COMPLETE;

}

void RasterizerGLES2::init() {

	if (OS::get_singleton()->is_stdout_verbose()) {
		print_line("Using GLES2 video driver");
	}

#ifdef GLEW_ENABLED
	GLuint res = glewInit();
	ERR_FAIL_COND(res!=GLEW_OK);
	if (OS::get_singleton()->is_stdout_verbose()) {
		print_line(String("GLES2: Using GLEW ") + (const char*) glewGetString(GLEW_VERSION));
	}

	// Godot makes use of functions from ARB_framebuffer_object extension which is not implemented by all drivers.
	// On the other hand, these drivers might implement the older EXT_framebuffer_object extension
	// with which current source code is backward compatible.

	bool framebuffer_object_is_supported = glewIsSupported("GL_ARB_framebuffer_object");

	if ( !framebuffer_object_is_supported ) {
		WARN_PRINT("GL_ARB_framebuffer_object not supported by your graphics card.");

		if ( glewIsSupported("GL_EXT_framebuffer_object") ) {
			// falling-back to the older EXT function if present
			WARN_PRINT("Falling-back to GL_EXT_framebuffer_object.");

			glIsRenderbuffer = glIsRenderbufferEXT;
			glBindRenderbuffer = glBindRenderbufferEXT;
			glDeleteRenderbuffers = glDeleteRenderbuffersEXT;
			glGenRenderbuffers = glGenRenderbuffersEXT;
			glRenderbufferStorage = glRenderbufferStorageEXT;
			glGetRenderbufferParameteriv = glGetRenderbufferParameterivEXT;
			glIsFramebuffer = glIsFramebufferEXT;
			glBindFramebuffer = glBindFramebufferEXT;
			glDeleteFramebuffers = glDeleteFramebuffersEXT;
			glGenFramebuffers = glGenFramebuffersEXT;
			glCheckFramebufferStatus = glCheckFramebufferStatusEXT;
			glFramebufferTexture1D = glFramebufferTexture1DEXT;
			glFramebufferTexture2D = glFramebufferTexture2DEXT;
			glFramebufferTexture3D = glFramebufferTexture3DEXT;
			glFramebufferRenderbuffer = glFramebufferRenderbufferEXT;
			glGetFramebufferAttachmentParameteriv = glGetFramebufferAttachmentParameterivEXT;
			glGenerateMipmap = glGenerateMipmapEXT;

			framebuffer_object_is_supported = true;
		}
		else {
			ERR_PRINT("Framebuffer Object is not supported by your graphics card.");
		}
	}

	// Check for GL 2.1 compatibility, if not bail out
	if (!(glewIsSupported("GL_VERSION_2_1") && framebuffer_object_is_supported)) {
		ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 2.1 / GLES 2.0, sorry :(\n"
			  "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot is now going to terminate.");
		OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 2.1 / GLES 2.0, sorry :(\n"
					   "Godot Engine will self-destruct as soon as you acknowledge this error message.",
					   "Fatal error: Insufficient OpenGL / GLES drivers");
		exit(1);
	}
#endif



	scene_pass=1;

	if (extensions.size()==0) {

		set_extensions( (const char*)glGetString( GL_EXTENSIONS ));
	}


	GLint tmp = 0;
	glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &tmp);
	//print_line("GL_MAX_VERTEX_ATTRIBS "+itos(tmp));

	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);
	glFrontFace(GL_CW);
	//glEnable(GL_TEXTURE_2D);

	default_material=create_default_material();

	material_shader.init();
	canvas_shader.init();
	copy_shader.init();
	canvas_shadow_shader.init();

#ifdef GLEW_ENABLED
	material_shader.set_conditional(MaterialShaderGLES2::USE_GLES_OVER_GL,true);
	canvas_shader.set_conditional(CanvasShaderGLES2::USE_GLES_OVER_GL,true);
	canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_GLES_OVER_GL,true);
	copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL,true);
#endif

#ifdef ANGLE_ENABLED
	// Fix for ANGLE
	material_shader.set_conditional(MaterialShaderGLES2::DISABLE_FRONT_FACING, true);
#endif


	shadow=NULL;
	shadow_pass=0;

	framebuffer.fbo=0;
	framebuffer.width=0;
	framebuffer.height=0;
	//framebuffer.buff16=false;
	//framebuffer.blur[0].fbo=false;
	//framebuffer.blur[1].fbo=false;
	framebuffer.active=false;


	//do a single initial clear
	glClearColor(0,0,0,1);
	//glClearDepth(1.0);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

	glGenTextures(1, &white_tex);
	unsigned char whitetexdata[8*8*3];
	for(int i=0;i<8*8*3;i++) {
		whitetexdata[i]=255;
	}
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D,white_tex);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
	glGenerateMipmap(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D,0);

#ifdef GLEW_ENABLED


	pvr_supported=false;
	etc_supported=false;
	use_depth24 =true;
	s3tc_supported = true;
	atitc_supported = false;
	//use_texture_instancing=false;
	//use_attribute_instancing=true;
	use_texture_instancing=false;
	use_attribute_instancing=true;
	full_float_fb_supported=true;
	srgb_supported=true;
	latc_supported=true;
	s3tc_srgb_supported=true;
	use_anisotropic_filter=true;
	float_linear_supported=true;

	GLint vtf;
	glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
	float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float");
	use_hw_skeleton_xform=vtf>0 && float_supported;

	read_depth_supported=_test_depth_shadow_buffer();
	use_rgba_shadowmaps=!read_depth_supported;
	//print_line("read depth support? "+itos(read_depth_supported));

	glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level);
	anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0)));
#ifdef OSX_ENABLED
	use_rgba_shadowmaps=true;
	use_fp16_fb=false;
#else

#endif
	use_half_float=true;

#else

	for (Set<String>::Element *E=extensions.front();E;E=E->next()) {
		print_line(E->get());
	}
	read_depth_supported=extensions.has("GL_OES_depth_texture");
	use_rgba_shadowmaps=!read_depth_supported;
	if (shadow_filter>=SHADOW_FILTER_ESM && !extensions.has("GL_EXT_frag_depth")) {
		use_rgba_shadowmaps=true; //no other way, go back to rgba
	}
	pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc");
	pvr_srgb_supported=extensions.has("GL_EXT_pvrtc_sRGB");
	etc_supported=extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
	use_depth24 = extensions.has("GL_OES_depth24");
	s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
	use_half_float = extensions.has("GL_OES_vertex_half_float");
	atitc_supported=extensions.has("GL_AMD_compressed_ATC_texture");


	srgb_supported=extensions.has("GL_EXT_sRGB");
#ifndef ANGLE_ENABLED
	s3tc_srgb_supported =  s3tc_supported && extensions.has("GL_EXT_texture_compression_s3tc");
#else
	s3tc_srgb_supported = s3tc_supported;
#endif
	latc_supported = extensions.has("GL_EXT_texture_compression_latc");
	anisotropic_level=1.0;
	use_anisotropic_filter=extensions.has("GL_EXT_texture_filter_anisotropic");
	if (use_anisotropic_filter) {
		glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level);
		anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0)));
	}


	print_line("S3TC: "+itos(s3tc_supported)+" ATITC: "+itos(atitc_supported));

	GLint vtf;
	glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
	float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float");
	use_hw_skeleton_xform=vtf>0 && float_supported;
	float_linear_supported = extensions.has("GL_OES_texture_float_linear");

	/*
	if (extensions.has("GL_QCOM_tiled_rendering"))
		use_hw_skeleton_xform=false;
	*/
	GLint mva;
	glGetIntegerv(GL_MAX_VERTEX_ATTRIBS,&mva);
	if (vtf==0 && mva>8) {
		//tegra 3, mali 400
		use_attribute_instancing=true;
		use_texture_instancing=false;
	} else if (vtf>0 && extensions.has("GL_OES_texture_float")){
		//use_texture_instancing=true;
		use_texture_instancing=false; // i don't get it, uniforms are faster.
		use_attribute_instancing=false;



	} else {

		use_texture_instancing=false;
		use_attribute_instancing=false;
	}

	if (use_fp16_fb) {
		use_fp16_fb=extensions.has("GL_OES_texture_half_float") && extensions.has("GL_EXT_color_buffer_half_float") && extensions.has("GL_EXT_texture_rg");
	}

	full_float_fb_supported=extensions.has("GL_EXT_color_buffer_float");


	//etc_supported=false;

#endif

	//use_rgba_shadowmaps=true;



	glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
	glGetIntegerv(GL_MAX_TEXTURE_SIZE,&max_texture_size);
	//read_depth_supported=false;

	canvas_shadow_blur = canvas_light_shadow_buffer_create(max_texture_size);

	{
		//shadowmaps

		//don't use a shadowbuffer too big in GLES, this should be the maximum
		int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024);
		int smsize=max_shadow_size;
		while(smsize>=16) {

			ShadowBuffer sb;
			bool s = sb.init(smsize,!use_rgba_shadowmaps);
			if (s)
				near_shadow_buffers.push_back(sb);
			smsize/=2;
		}

		blur_shadow_buffer.init(max_shadow_size,!use_rgba_shadowmaps);


		//material_shader
		material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);
		canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);

	}


	shadow_material = material_create(); //empty with nothing
	shadow_mat_ptr = material_owner.get(shadow_material);

	// Now create a second shadow material for double-sided shadow instances
	shadow_material_double_sided = material_create();
	shadow_mat_double_sided_ptr = material_owner.get(shadow_material_double_sided);
	shadow_mat_double_sided_ptr->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED] = true;

	overdraw_material = create_overdraw_debug_material();
	copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
	canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported);

	canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("display/use_2d_pixel_snap",false));

	npo2_textures_available=true;
	//fragment_lighting=false;
	_rinfo.texture_mem=0;
	current_env=NULL;
	current_rt=NULL;
	current_vd=NULL;
	current_debug=VS::SCENARIO_DEBUG_DISABLED;
	camera_ortho=false;

	glGenBuffers(1,&gui_quad_buffer);
	glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
#ifdef GLES_NO_CLIENT_ARRAYS //WebGL specific implementation.
    glBufferData(GL_ARRAY_BUFFER, 8 * MAX_POLYGON_VERTICES,NULL,GL_DYNAMIC_DRAW);
#else
    glBufferData(GL_ARRAY_BUFFER,128,NULL,GL_DYNAMIC_DRAW);
#endif
	glBindBuffer(GL_ARRAY_BUFFER,0); //unbind


#ifdef GLES_NO_CLIENT_ARRAYS    //webgl indices buffer
    glGenBuffers(1, &indices_buffer);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, 16*1024, NULL, GL_DYNAMIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);// unbind
#endif

	shader_time_rollback = GLOBAL_DEF("rasterizer/shader_time_rollback",300);

	using_canvas_bg=false;
	_update_framebuffer();
	DEBUG_TEST_ERROR("Initializing");
}

void RasterizerGLES2::finish() {

	free(default_material);
	free(shadow_material);
	free(shadow_material_double_sided);
	free(canvas_shadow_blur);
	free( overdraw_material );
}

int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) {

	switch(p_info) {

		case VS::INFO_OBJECTS_IN_FRAME: {

			return _rinfo.object_count;
		} break;
		case VS::INFO_VERTICES_IN_FRAME: {

			return _rinfo.vertex_count;
		} break;
		case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {

			return _rinfo.mat_change_count;
		} break;
		case VS::INFO_SHADER_CHANGES_IN_FRAME: {

			return _rinfo.shader_change_count;
		} break;
		case VS::INFO_DRAW_CALLS_IN_FRAME: {

			return _rinfo.draw_calls;
		} break;
		case VS::INFO_SURFACE_CHANGES_IN_FRAME: {

			return _rinfo.surface_count;
		} break;
		case VS::INFO_USAGE_VIDEO_MEM_TOTAL: {

			return 0;
		} break;
		case VS::INFO_VIDEO_MEM_USED: {

			return get_render_info(VS::INFO_TEXTURE_MEM_USED)+get_render_info(VS::INFO_VERTEX_MEM_USED);
		} break;
		case VS::INFO_TEXTURE_MEM_USED: {

			return _rinfo.texture_mem;
		} break;
		case VS::INFO_VERTEX_MEM_USED: {

			return 0;
		} break;
	}

	return 0;
}

void RasterizerGLES2::set_extensions(const char *p_strings) {

	Vector<String> strings = String(p_strings).split(" ",false);
	for(int i=0;i<strings.size();i++) {

		extensions.insert(strings[i]);
		//print_line(strings[i]);
	}
}

bool RasterizerGLES2::needs_to_draw_next_frame() const {

	return draw_next_frame;
}

bool RasterizerGLES2::has_feature(VS::Features p_feature) const {

	switch( p_feature) {
		case VS::FEATURE_SHADERS: return true;
		case VS::FEATURE_NEEDS_RELOAD_HOOK: return use_reload_hooks;
		default: return false;
	}
}


void RasterizerGLES2::reload_vram() {


	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);
	glFrontFace(GL_CW);



	//do a single initial clear
	glClearColor(0,0,0,1);
	//glClearDepth(1.0);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);


	glGenTextures(1, &white_tex);
	unsigned char whitetexdata[8*8*3];
	for(int i=0;i<8*8*3;i++) {
		whitetexdata[i]=255;
	}
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D,white_tex);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
	glGenerateMipmap(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D,0);



	List<RID> textures;
	texture_owner.get_owned_list(&textures);
	keep_copies=false;
	for(List<RID>::Element *E=textures.front();E;E=E->next()) {

		RID tid = E->get();
		Texture *t=texture_owner.get(tid);
		ERR_CONTINUE(!t);
		t->tex_id=0;
		t->data_size=0;
		glGenTextures(1, &t->tex_id);
		t->active=false;
		if (t->render_target)
			continue;
		texture_allocate(tid,t->width,t->height,t->format,t->flags);
		bool had_image=false;
		for(int i=0;i<6;i++) {
			if (!t->image[i].empty()) {
				texture_set_data(tid,t->image[i],VS::CubeMapSide(i));
				had_image=true;
			}
		}

		if (!had_image && t->reloader) {
			Object *rl = ObjectDB::get_instance(t->reloader);
			if (rl)
				rl->call(t->reloader_func,tid);
		}
	}
	keep_copies=true;

	List<RID> render_targets;
	render_target_owner.get_owned_list(&render_targets);
	for(List<RID>::Element *E=render_targets.front();E;E=E->next()) {
		RenderTarget *rt = render_target_owner.get(E->get());

		int w = rt->width;
		int h = rt->height;
		rt->width=0;
		rt->height=0;
		render_target_set_size(E->get(),w,h);
	}


	List<RID> meshes;
	mesh_owner.get_owned_list(&meshes);
	for(List<RID>::Element *E=meshes.front();E;E=E->next()) {

		Mesh *mesh = mesh_owner.get(E->get());
		Vector<Surface*> surfaces =mesh->surfaces;
		mesh->surfaces.clear();
		for(int i=0;i<surfaces.size();i++) {
			mesh_add_surface(E->get(),surfaces[i]->primitive,surfaces[i]->data,surfaces[i]->morph_data,surfaces[i]->alpha_sort);
			mesh_surface_set_material(E->get(),i,surfaces[i]->material);

			if (surfaces[i]->array_local != 0) {
				memfree(surfaces[i]->array_local);
			};
			if (surfaces[i]->index_array_local != 0) {
				memfree(surfaces[i]->index_array_local);
			};

			memdelete( surfaces[i] );
		}

	}

	List<RID> skeletons;
	skeleton_owner.get_owned_list(&skeletons);
	for(List<RID>::Element *E=skeletons.front();E;E=E->next()) {

		Skeleton *sk = skeleton_owner.get(E->get());
		if (!sk->tex_id)
			continue; //does not use hw transform, leave alone

		Vector<Skeleton::Bone> bones = sk->bones;
		sk->bones.clear();
		sk->tex_id=0;
		sk->pixel_size=1.0;
		skeleton_resize(E->get(),bones.size());
		sk->bones=bones;
	}

	List<RID> multimeshes;
	multimesh_owner.get_owned_list(&multimeshes);
	for(List<RID>::Element *E=multimeshes.front();E;E=E->next()) {

		MultiMesh *mm = multimesh_owner.get(E->get());
		if (!mm->tex_id)
			continue; //does not use hw transform, leave alone

		Vector<MultiMesh::Element> elements = mm->elements;
		mm->elements.clear();

		mm->tw=1;
		mm->th=1;
		mm->tex_id=0;
		mm->last_pass=0;
		mm->visible = -1;

		multimesh_set_instance_count(E->get(),elements.size());
		mm->elements=elements;

	}




	if (framebuffer.fbo!=0) {

		framebuffer.fbo=0;
		framebuffer.depth=0;
		framebuffer.color=0;

		for(int i=0;i<3;i++) {
			framebuffer.blur[i].fbo=0;
			framebuffer.blur[i].color=0;
		}

		framebuffer.luminance.clear();

	}

	for(int i=0;i<near_shadow_buffers.size();i++) {
		near_shadow_buffers[i].init(near_shadow_buffers[i].size,!use_rgba_shadowmaps);
	}

	blur_shadow_buffer.init(near_shadow_buffers[0].size,!use_rgba_shadowmaps);



	canvas_shader.clear_caches();
	material_shader.clear_caches();
	blur_shader.clear_caches();
	copy_shader.clear_caches();


	List<RID> shaders;
	shader_owner.get_owned_list(&shaders);
	for(List<RID>::Element *E=shaders.front();E;E=E->next()) {

		Shader *s = shader_owner.get(E->get());
		s->custom_code_id=0;
		s->version=1;
		s->valid=false;
		shader_set_mode(E->get(),s->mode);

	}

	List<RID> materials;
	material_owner.get_owned_list(&materials);
	for(List<RID>::Element *E=materials.front();E;E=E->next()) {


		Material *m = material_owner.get(E->get());
		RID shader = m->shader;
		m->shader_version=0;
		material_set_shader(E->get(),shader);

	}



}

void RasterizerGLES2::set_use_framebuffers(bool p_use) {

	use_framebuffers=p_use;
}

RasterizerGLES2* RasterizerGLES2::get_singleton() {

	return _singleton;
};

int RasterizerGLES2::RenderList::max_elements=RenderList::DEFAULT_MAX_ELEMENTS;

void RasterizerGLES2::set_force_16_bits_fbo(bool p_force) {

	use_16bits_fbo=p_force;
}

RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) {

	_singleton = this;
	shrink_textures_x2=false;
	RenderList::max_elements=GLOBAL_DEF("rasterizer/max_render_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS);
	if (RenderList::max_elements>64000)
		RenderList::max_elements=64000;
	if (RenderList::max_elements<1024)
		RenderList::max_elements=1024;

	opaque_render_list.init();
	alpha_render_list.init();

	skinned_buffer_size = GLOBAL_DEF("rasterizer/skeleton_buffer_size_kb",DEFAULT_SKINNED_BUFFER_SIZE);
	if (skinned_buffer_size<256)
		skinned_buffer_size=256;
	if (skinned_buffer_size>16384)
		skinned_buffer_size=16384;
	skinned_buffer_size*=1024;
	skinned_buffer = memnew_arr( uint8_t, skinned_buffer_size );

	keep_copies=p_keep_ram_copy;
	use_reload_hooks=p_use_reload_hooks;
	pack_arrays=p_compress_arrays;
	p_default_fragment_lighting=false;
	fragment_lighting=GLOBAL_DEF("rasterizer/use_fragment_lighting",true);
	read_depth_supported=true; //todo check for extension
	shadow_filter=ShadowFilterTechnique((int)(GLOBAL_DEF("rasterizer/shadow_filter",SHADOW_FILTER_PCF5)));
	GlobalConfig::get_singleton()->set_custom_property_info("rasterizer/shadow_filter",PropertyInfo(Variant::INT,"rasterizer/shadow_filter",PROPERTY_HINT_ENUM,"None,PCF5,PCF13,ESM"));
	use_fp16_fb=bool(GLOBAL_DEF("rasterizer/fp16_framebuffer",true));
	use_shadow_mapping=true;
	use_fast_texture_filter=!bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true));
	low_memory_2d=bool(GLOBAL_DEF("rasterizer/low_memory_2d_mode",false));
	skel_default.resize(1024*4);
	for(int i=0;i<1024/3;i++) {

		float * ptr = skel_default.ptr();
		ptr+=i*4*4;
		ptr[0]=1.0;
		ptr[1]=0.0;
		ptr[2]=0.0;
		ptr[3]=0.0;

		ptr[4]=0.0;
		ptr[5]=1.0;
		ptr[6]=0.0;
		ptr[7]=0.0;

		ptr[8]=0.0;
		ptr[9]=0.0;
		ptr[10]=1.0;
		ptr[12]=0.0;
	}

	base_framebuffer=0;
	frame = 0;
	draw_next_frame=false;
	use_framebuffers=true;
	framebuffer.active=false;
	tc0_id_cache=0;
	tc0_idx=0;
	use_16bits_fbo=false;
};

void RasterizerGLES2::restore_framebuffer() {

	glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);

}

RasterizerGLES2::~RasterizerGLES2() {

	memdelete_arr(skinned_buffer);
};


#endif
