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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- Quake III Arena source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- typedef struct shaderInfo_s {
- char shader[MAX_QPATH];
- int surfaceFlags;
- int contents;
- int value;
- char backShader[MAX_QPATH]; // for surfaces that generate different front and back passes
- char flareShader[MAX_QPATH]; // for light flares
- float subdivisions; // from a "tesssize xxx"
- float backsplashFraction; // floating point value, usually 0.05
- float backsplashDistance; // default 16
- float lightSubdivide; // default 120
- int lightmapSampleSize; // lightmap sample size
- qboolean hasPasses; // false if the shader doesn't define any rendering passes
- qboolean globalTexture; // don't normalize texture repeats
- qboolean twoSided; // cull none
- qboolean autosprite; // autosprite shaders will become point lights
- // instead of area lights
- qboolean lightFilter; // light rays that cross surfaces of this type
- // should test against the filter image
- qboolean forceTraceLight; // always use -light for this surface
- qboolean forceVLight; // always use -vlight for this surface
- qboolean patchShadows; // have patches casting shadows when using -light for this surface
- qboolean vertexShadows; // shadows will be casted at this surface even when vertex lit
- qboolean noVertexShadows; // no shadows will be casted at this surface in vertex lighting
- qboolean forceSunLight; // force sun light at this surface even tho we might not calculate shadows in vertex lighting
- qboolean notjunc; // don't use this surface for tjunction fixing
- float vertexScale; // vertex light scale
- char editorimage[MAX_QPATH]; // use this image to generate texture coordinates
- char lightimage[MAX_QPATH]; // use this image to generate color / averageColor
- vec3_t color; // colorNormalized
- vec3_t averageColor;
- int width, height;
- byte *pixels;
- vec3_t sunLight;
- vec3_t sunDirection;
- } shaderInfo_t;
- void LoadShaderInfo( void );
- shaderInfo_t *ShaderInfoForShader( const char *shader );
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