- R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
+ R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
+ R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+ R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+ R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
+ R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
+ R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
+ R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
+ R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
+ R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+ R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));