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- typedef struct shaderInfo_s {
- char shader[MAX_QPATH];
- int surfaceFlags;
- int contents;
- int value;
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- char backShader[MAX_QPATH]; // for surfaces that generate different front and back passes
- char flareShader[MAX_QPATH]; // for light flares
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- 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
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- qboolean hasPasses; // false if the shader doesn't define any rendering passes
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- qboolean globalTexture; // don't normalize texture repeats
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- 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
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- 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;
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- int width, height;
- byte *pixels;
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- vec3_t sunLight;
- vec3_t sunDirection;
- } shaderInfo_t;
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- void LoadShaderInfo( void );
- shaderInfo_t *ShaderInfoForShader( const char *shader );
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