diff --git a/src/hardware/hw_defs.h b/src/hardware/hw_defs.h
index 4bff8fc6a6866f896fca62d62de808e516630df4..8df9b8916b2e563d7c1eebb16511b222a636a312 100644
--- a/src/hardware/hw_defs.h
+++ b/src/hardware/hw_defs.h
@@ -229,14 +229,15 @@ enum EPolyFlags
 	PF_NoDepthTest      = 0x00000200,   // Disables the depth test mode
 	PF_Invisible        = 0x00000400,   // Disables write to color buffer
 	PF_Decal            = 0x00000800,   // Enables polygon offset
-	PF_Modulated        = 0x00001000,   // Modulation (multiply output with constant ARGB)
+	PF_Modulated        = 0x00001000,   // Modulation (multiply output with constant RGBA)
 	                                    // When set, pass the color constant into the FSurfaceInfo -> PolyColor
 	PF_NoTexture        = 0x00002000,   // Disables texturing
 	PF_Corona           = 0x00004000,   // Tells the renderer we are drawing a corona
-	PF_Ripple           = 0x00008000,   // Water effect shader
+	PF_ColorMapped      = 0x00008000,   // Surface has "tint" and "fade" colors, which are sent as uniforms to a shader.
 	PF_RemoveYWrap      = 0x00010000,   // Forces clamp texture on Y
 	PF_ForceWrapX       = 0x00020000,   // Forces repeat texture on X
-	PF_ForceWrapY       = 0x00040000    // Forces repeat texture on Y
+	PF_ForceWrapY       = 0x00040000,   // Forces repeat texture on Y
+	PF_Ripple           = 0x00100000    // Water ripple effect. The current backend doesn't use it for anything.
 };
 
 
@@ -265,7 +266,6 @@ struct FTextureInfo
 };
 typedef struct FTextureInfo FTextureInfo;
 
-// jimita 14032019
 struct FLightInfo
 {
 	FUINT			light_level;
@@ -281,7 +281,7 @@ struct FSurfaceInfo
 	RGBA_t			PolyColor;
 	RGBA_t			TintColor;
 	RGBA_t			FadeColor;
-	FLightInfo		LightInfo;	// jimita 14032019
+	FLightInfo		LightInfo;
 };
 typedef struct FSurfaceInfo FSurfaceInfo;
 
diff --git a/src/hardware/hw_drv.h b/src/hardware/hw_drv.h
index da4ee861435dee90e9cf7dc87ec22009b66128ff..8cae144ff81fdb2ca5ee53deea1e9c1fc8cc8531 100644
--- a/src/hardware/hw_drv.h
+++ b/src/hardware/hw_drv.h
@@ -68,7 +68,6 @@ EXPORT void HWRAPI(DrawScreenFinalTexture) (int width, int height);
 #define SCREENVERTS 10
 EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]);
 
-// jimita
 EXPORT boolean HWRAPI(CompileShaders) (void);
 EXPORT void HWRAPI(CleanShaders) (void);
 EXPORT void HWRAPI(SetShader) (int type);
diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c
index b58bd3ad53a0ce72eb30eabb10a1f37f67837b92..e94c637e46ca7fb1f6e99463042e00d760944745 100644
--- a/src/hardware/hw_main.c
+++ b/src/hardware/hw_main.c
@@ -173,6 +173,11 @@ boolean gl_shadersavailable = true;
 // Lighting
 // ==========================================================================
 
+static boolean HWR_UseShader(void)
+{
+	return (cv_glshaders.value && gl_shadersavailable);
+}
+
 void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap)
 {
 	RGBA_t poly_color, tint_color, fade_color;
@@ -182,7 +187,7 @@ void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *col
 	fade_color.rgba = (colormap != NULL) ? (UINT32)colormap->fadergba : GL_DEFAULTFOG;
 
 	// Crappy backup coloring if you can't do shaders
-	if (!cv_glshaders.value || !gl_shadersavailable)
+	if (!HWR_UseShader())
 	{
 		// be careful, this may get negative for high lightlevel values.
 		float tint_alpha, fade_alpha;
@@ -371,7 +376,7 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
 	static FOutVector *planeVerts = NULL;
 	static UINT16 numAllocedPlaneVerts = 0;
 
-	int shader;
+	INT32 shader = SHADER_DEFAULT;
 
 	// no convex poly were generated for this subsector
 	if (!xsub->planepoly)
@@ -568,12 +573,17 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
 	else
 		PolyFlags |= PF_Masked|PF_Modulated;
 
-	if (PolyFlags & PF_Fog)
-		shader = SHADER_FOG;	// fog shader
-	else if (PolyFlags & PF_Ripple)
-		shader = SHADER_WATER;	// water shader
-	else
-		shader = SHADER_FLOOR;	// floor shader
+	if (HWR_UseShader())
+	{
+		if (PolyFlags & PF_Fog)
+			shader = SHADER_FOG;
+		else if (PolyFlags & PF_Ripple)
+			shader = SHADER_WATER;
+		else
+			shader = SHADER_FLOOR;
+
+		PolyFlags |= PF_ColorMapped;
+	}
 
 	HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags, shader, false);
 
@@ -788,8 +798,17 @@ static void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, I
 //
 static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap)
 {
+	INT32 shader = SHADER_DEFAULT;
+
 	HWR_Lighting(pSurf, lightlevel, wallcolormap);
-	HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, SHADER_WALL, false); // wall shader
+
+	if (HWR_UseShader())
+	{
+		shader = SHADER_WALL;
+		blendmode |= PF_ColorMapped;
+	}
+
+	HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, shader, false);
 }
 
 // ==========================================================================
@@ -2666,30 +2685,30 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
 									FBITFIELD blendmode, UINT8 lightlevel, levelflat_t *levelflat, sector_t *FOFsector,
 									UINT8 alpha, extracolormap_t *planecolormap)
 {
-	float           height; //constant y for all points on the convex flat polygon
-	FOutVector      *v3d;
-	INT32             i;
-	float           flatxref,flatyref;
+	FSurfaceInfo Surf;
+	FOutVector *v3d;
+	INT32 shader = SHADER_DEFAULT;
+
+	size_t nrPlaneVerts = polysector->numVertices;
+	INT32 i;
+
+	float height = FIXED_TO_FLOAT(fixedheight); // constant y for all points on the convex flat polygon
+	float flatxref, flatyref;
 	float fflatwidth = 64.0f, fflatheight = 64.0f;
 	INT32 flatflag = 63;
+
 	boolean texflat = false;
+
 	float scrollx = 0.0f, scrolly = 0.0f;
 	angle_t angle = 0;
-	FSurfaceInfo    Surf;
 	fixed_t tempxs, tempyt;
-	size_t nrPlaneVerts;
 
 	static FOutVector *planeVerts = NULL;
 	static UINT16 numAllocedPlaneVerts = 0;
 
-	nrPlaneVerts = polysector->numVertices;
-
-	height = FIXED_TO_FLOAT(fixedheight);
-
-	if (nrPlaneVerts < 3)   //not even a triangle ?
+	if (nrPlaneVerts < 3)   // Not even a triangle?
 		return;
-
-	if (nrPlaneVerts > (size_t)UINT16_MAX) // FIXME: exceeds plVerts size
+	else if (nrPlaneVerts > (size_t)UINT16_MAX) // FIXME: exceeds plVerts size
 	{
 		CONS_Debug(DBG_RENDER, "polygon size of %s exceeds max value of %d vertices\n", sizeu1(nrPlaneVerts), UINT16_MAX);
 		return;
@@ -2841,7 +2860,6 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
 		v3d->z = FIXED_TO_FLOAT(polysector->vertices[i]->y);
 	}
 
-
 	HWR_Lighting(&Surf, lightlevel, planecolormap);
 
 	if (blendmode & PF_Translucent)
@@ -2852,7 +2870,13 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
 	else
 		blendmode |= PF_Masked|PF_Modulated;
 
-	HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode, SHADER_FLOOR, false); // floor shader
+	if (HWR_UseShader())
+	{
+		shader = SHADER_FLOOR;
+		blendmode |= PF_ColorMapped;
+	}
+
+	HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode, shader, false);
 }
 
 static void HWR_AddPolyObjectPlanes(void)
@@ -3573,6 +3597,8 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
 	FSurfaceInfo sSurf;
 	float fscale; float fx; float fy; float offset;
 	extracolormap_t *colormap = NULL;
+	FBITFIELD blendmode = PF_Translucent|PF_Modulated;
+	INT32 shader = SHADER_DEFAULT;
 	UINT8 i;
 	SINT8 flip = P_MobjFlip(thing);
 
@@ -3665,7 +3691,13 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
 	HWR_Lighting(&sSurf, 0, colormap);
 	sSurf.PolyColor.s.alpha = alpha;
 
-	HWR_ProcessPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated, SHADER_SPRITE, false); // sprite shader
+	if (HWR_UseShader())
+	{
+		shader = SHADER_SPRITE;
+		blendmode |= PF_ColorMapped;
+	}
+
+	HWR_ProcessPolygon(&sSurf, shadowVerts, 4, blendmode, shader, false);
 }
 
 // This is expecting a pointer to an array containing 4 wallVerts for a sprite
@@ -3713,6 +3745,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
 	boolean lightset = true;
 	FBITFIELD blend = 0;
 	FBITFIELD occlusion;
+	INT32 shader = SHADER_DEFAULT;
 	boolean use_linkdraw_hack = false;
 	UINT8 alpha;
 
@@ -3833,6 +3866,12 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
 		if (!occlusion) use_linkdraw_hack = true;
 	}
 
+	if (HWR_UseShader())
+	{
+		shader = SHADER_SPRITE;
+		blend |= PF_ColorMapped;
+	}
+
 	alpha = Surf.PolyColor.s.alpha;
 
 	// Start with the lightlevel and colormap from the top of the sprite
@@ -3941,7 +3980,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
 
 		Surf.PolyColor.s.alpha = alpha;
 
-		HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, SHADER_SPRITE, false); // sprite shader
+		HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
 
 		if (use_linkdraw_hack)
 			HWR_LinkDrawHackAdd(wallVerts, spr);
@@ -3970,7 +4009,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
 
 	Surf.PolyColor.s.alpha = alpha;
 
-	HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, SHADER_SPRITE, false); // sprite shader
+	HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
 
 	if (use_linkdraw_hack)
 		HWR_LinkDrawHackAdd(wallVerts, spr);
@@ -4220,6 +4259,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
 	}
 
 	{
+		INT32 shader = SHADER_DEFAULT;
 		FBITFIELD blend = 0;
 		FBITFIELD occlusion;
 		boolean use_linkdraw_hack = false;
@@ -4270,7 +4310,13 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
 			if (!occlusion) use_linkdraw_hack = true;
 		}
 
-		HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, SHADER_SPRITE, false); // sprite shader
+		if (HWR_UseShader())
+		{
+			shader = SHADER_SPRITE;
+			blend |= PF_ColorMapped;
+		}
+
+		HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
 
 		if (use_linkdraw_hack)
 			HWR_LinkDrawHackAdd(wallVerts, spr);
@@ -4281,6 +4327,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
 // Sprite drawer for precipitation
 static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
 {
+	INT32 shader = SHADER_DEFAULT;
 	FBITFIELD blend = 0;
 	FOutVector wallVerts[4];
 	patch_t *gpatch;
@@ -4369,7 +4416,13 @@ static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
 		blend = HWR_GetBlendModeFlag(spr->mobj->blendmode)|PF_Occlude;
 	}
 
-	HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, SHADER_SPRITE, false); // sprite shader
+	if (HWR_UseShader())
+	{
+		shader = SHADER_SPRITE;
+		blend |= PF_ColorMapped;
+	}
+
+	HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
 }
 #endif
 
@@ -6465,24 +6518,29 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
 	FBITFIELD blendmode = blend;
 	UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha
 
-	int shader;
+	INT32 shader = SHADER_DEFAULT;
 
 	// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
 	HWR_Lighting(pSurf, lightlevel, wallcolormap);
 
 	pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting
 
-	shader = SHADER_WALL;	// wall shader
-
 	if (blend & PF_Environment)
 		blendmode |= PF_Occlude;	// PF_Occlude must be used for solid objects
 
-	if (fogwall)
+	if (HWR_UseShader())
 	{
-		blendmode |= PF_Fog;
-		shader = SHADER_FOG;	// fog shader
+		if (fogwall)
+			shader = SHADER_FOG;
+		else
+			shader = SHADER_WALL;
+
+		blendmode |= PF_ColorMapped;
 	}
 
+	if (fogwall)
+		blendmode |= PF_Fog;
+
 	blendmode |= PF_Modulated;	// No PF_Occlude means overlapping (incorrect) transparency
 	HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode, shader, false);
 }
@@ -6658,7 +6716,6 @@ void HWR_DrawScreenFinalTexture(int width, int height)
     HWD.pfnDrawScreenFinalTexture(width, height);
 }
 
-// jimita 18032019
 static inline UINT16 HWR_FindShaderDefs(UINT16 wadnum)
 {
 	UINT16 i;
diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c
index aee0ffc45576308e5eacbae3dcad2a99fa7a4d32..af06a198fc3f110278c3894ee99a2e0596860e0c 100644
--- a/src/hardware/r_opengl/r_opengl.c
+++ b/src/hardware/r_opengl/r_opengl.c
@@ -910,7 +910,6 @@ void SetupGLFunc4(void)
 	pgluBuild2DMipmaps = GetGLFunc("gluBuild2DMipmaps");
 }
 
-// jimita
 EXPORT boolean HWRAPI(CompileShaders) (void)
 {
 #ifdef GL_SHADERS
@@ -2176,32 +2175,34 @@ static void PreparePolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FBITFIELD
 
 	SetBlend(PolyFlags);    //TODO: inline (#pragma..)
 
-	// PolyColor
 	if (pSurf)
 	{
-		// If Modulated, mix the surface colour to the texture
+		// If modulated, mix the surface colour to the texture
 		if (CurrentPolyFlags & PF_Modulated)
-		{
-			// Poly color
-			poly.red    = byte2float[pSurf->PolyColor.s.red];
-			poly.green  = byte2float[pSurf->PolyColor.s.green];
-			poly.blue   = byte2float[pSurf->PolyColor.s.blue];
-			poly.alpha  = byte2float[pSurf->PolyColor.s.alpha];
-
 			pglColor4ubv((GLubyte*)&pSurf->PolyColor.s);
-		}
 
-		// Tint color
-		tint.red   = byte2float[pSurf->TintColor.s.red];
-		tint.green = byte2float[pSurf->TintColor.s.green];
-		tint.blue  = byte2float[pSurf->TintColor.s.blue];
-		tint.alpha = byte2float[pSurf->TintColor.s.alpha];
+		// If the surface is either modulated or colormapped, or both
+		if (CurrentPolyFlags & (PF_Modulated | PF_ColorMapped))
+		{
+			poly.red   = byte2float[pSurf->PolyColor.s.red];
+			poly.green = byte2float[pSurf->PolyColor.s.green];
+			poly.blue  = byte2float[pSurf->PolyColor.s.blue];
+			poly.alpha = byte2float[pSurf->PolyColor.s.alpha];
+		}
 
-		// Fade color
-		fade.red   = byte2float[pSurf->FadeColor.s.red];
-		fade.green = byte2float[pSurf->FadeColor.s.green];
-		fade.blue  = byte2float[pSurf->FadeColor.s.blue];
-		fade.alpha = byte2float[pSurf->FadeColor.s.alpha];
+		// Only if the surface is colormapped
+		if (CurrentPolyFlags & PF_ColorMapped)
+		{
+			tint.red   = byte2float[pSurf->TintColor.s.red];
+			tint.green = byte2float[pSurf->TintColor.s.green];
+			tint.blue  = byte2float[pSurf->TintColor.s.blue];
+			tint.alpha = byte2float[pSurf->TintColor.s.alpha];
+
+			fade.red   = byte2float[pSurf->FadeColor.s.red];
+			fade.green = byte2float[pSurf->FadeColor.s.green];
+			fade.blue  = byte2float[pSurf->FadeColor.s.blue];
+			fade.alpha = byte2float[pSurf->FadeColor.s.alpha];
+		}
 	}
 
 	// this test is added for new coronas' code (without depth buffer)
@@ -3015,7 +3016,6 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
 	pglMatrixMode(GL_PROJECTION);
 	pglLoadIdentity();
 
-	// jimita 14042019
 	// Simulate Software's y-shearing
 	// https://zdoom.org/wiki/Y-shearing
 	if (shearing)