- char shader[ MAX_QPATH ];
- int surfaceFlags;
- int contentFlags;
- int compileFlags;
- float value; /* light value */
-
- char *flareShader; /* for light flares */
- char *damageShader; /* ydnar: sof2 damage shader name */
- char *backShader; /* for surfaces that generate different front and back passes */
- char *cloneShader; /* ydnar: for cloning of a surface */
- char *remapShader; /* ydnar: remap a shader in final stage */
- char *deprecateShader; /* vortex: shader is deprecated and replaced by this on use */
-
- surfaceModel_t *surfaceModel; /* ydnar: for distribution of models */
- foliage_t *foliage; /* ydnar/splash damage: wolf et foliage */
-
- float subdivisions; /* from a "tesssize xxx" */
- float backsplashFraction; /* floating point value, usually 0.05 */
- float backsplashDistance; /* default 16 */
- float lightSubdivide; /* default 999 */
- float lightFilterRadius; /* ydnar: lightmap filtering/blurring radius for lights created by this shader (default: 0) */
-
- int lightmapSampleSize; /* lightmap sample size */
- float lightmapSampleOffset; /* ydnar: lightmap sample offset (default: 1.0) */
-
- float bounceScale; /* ydnar: radiosity re-emission [0,1.0+] */
- float offset; /* ydnar: offset in units */
- float shadeAngleDegrees; /* ydnar: breaking angle for smooth shading (degrees) */
-
- vec3_t mins, maxs; /* ydnar: for particle studio vertexDeform move support */
-
- qb_t legacyTerrain; /* ydnar: enable legacy terrain crutches */
- qb_t indexed; /* ydnar: attempt to use indexmap (terrain alphamap style) */
- qb_t forceMeta; /* ydnar: force metasurface path */
- qb_t noClip; /* ydnar: don't clip into bsp, preserve original face winding */
- qb_t noFast; /* ydnar: supress fast lighting for surfaces with this shader */
- qb_t invert; /* ydnar: reverse facing */
- qb_t nonplanar; /* ydnar: for nonplanar meta surface merging */
- qb_t tcGen; /* ydnar: has explicit texcoord generation */
- vec3_t vecs[ 2 ]; /* ydnar: explicit texture vectors for [0,1] texture space */
- tcMod_t mod; /* ydnar: q3map_tcMod matrix for djbob :) */
- vec3_t lightmapAxis; /* ydnar: explicit lightmap axis projection */
- colorMod_t *colorMod; /* ydnar: q3map_rgb/color/alpha/Set/Mod support */
-
- int furNumLayers; /* ydnar: number of fur layers */
- float furOffset; /* ydnar: offset of each layer */
- float furFade; /* ydnar: alpha fade amount per layer */
-
- qb_t splotchFix; /* ydnar: filter splotches on lightmaps */
-
- qb_t hasPasses; /* false if the shader doesn't define any rendering passes */
- qb_t globalTexture; /* don't normalize texture repeats */
- qb_t twoSided; /* cull none */
- qb_t autosprite; /* autosprite shaders will become point lights instead of area lights */
- qb_t polygonOffset; /* ydnar: don't face cull this or against this */
- qb_t patchShadows; /* have patches casting shadows when using -light for this surface */
- qb_t vertexShadows; /* shadows will be casted at this surface even when vertex lit */
- qb_t forceSunlight; /* force sun light at this surface even tho we might not calculate shadows in vertex lighting */
- qb_t notjunc; /* don't use this surface for tjunction fixing */
- qb_t fogParms; /* ydnar: has fogparms */
- qb_t noFog; /* ydnar: supress fogging */
- qb_t clipModel; /* ydnar: solid model hack */
- qb_t noVertexLight; /* ydnar: leave vertex color alone */
- qb_t noDirty; /* jal: do not apply the dirty pass to this surface */
-
- byte styleMarker; /* ydnar: light styles hack */
-
- float vertexScale; /* vertex light scale */
-
- char skyParmsImageBase[ MAX_QPATH ]; /* ydnar: for skies */
-
- char editorImagePath[ MAX_QPATH ]; /* use this image to generate texture coordinates */
- char lightImagePath[ MAX_QPATH ]; /* use this image to generate color / averageColor */
- char normalImagePath[ MAX_QPATH ]; /* ydnar: normalmap image for bumpmapping */
-
- implicitMap_t implicitMap; /* ydnar: enemy territory implicit shaders */
- char implicitImagePath[ MAX_QPATH ];
-
- image_t *shaderImage;
- image_t *lightImage;
- image_t *normalImage;
-
- float skyLightValue; /* ydnar */
- int skyLightIterations; /* ydnar */
- sun_t *sun; /* ydnar */
-
- vec3_t color; /* normalized color */
- vec3_t averageColor;
- byte lightStyle;
+ char shader[ MAX_QPATH ];
+ int surfaceFlags;
+ int contentFlags;
+ int compileFlags;
+ float value; /* light value */
+
+ char *flareShader; /* for light flares */
+ char *damageShader; /* ydnar: sof2 damage shader name */
+ char *backShader; /* for surfaces that generate different front and back passes */
+ char *cloneShader; /* ydnar: for cloning of a surface */
+ char *remapShader; /* ydnar: remap a shader in final stage */
+ char *deprecateShader; /* vortex: shader is deprecated and replaced by this on use */
+
+ surfaceModel_t *surfaceModel; /* ydnar: for distribution of models */
+ foliage_t *foliage; /* ydnar/splash damage: wolf et foliage */
+
+ float subdivisions; /* from a "tesssize xxx" */
+ float backsplashFraction; /* floating point value, usually 0.05 */
+ float backsplashDistance; /* default 16 */
+ float lightSubdivide; /* default 999 */
+ float lightFilterRadius; /* ydnar: lightmap filtering/blurring radius for lights created by this shader (default: 0) */
+
+ int lightmapSampleSize; /* lightmap sample size */
+ float lightmapSampleOffset; /* ydnar: lightmap sample offset (default: 1.0) */
+
+ float bounceScale; /* ydnar: radiosity re-emission [0,1.0+] */
+ float offset; /* ydnar: offset in units */
+ float shadeAngleDegrees; /* ydnar: breaking angle for smooth shading (degrees) */
+
+ vec3_t mins, maxs; /* ydnar: for particle studio vertexDeform move support */
+
+ qb_t legacyTerrain; /* ydnar: enable legacy terrain crutches */
+ qb_t indexed; /* ydnar: attempt to use indexmap (terrain alphamap style) */
+ qb_t forceMeta; /* ydnar: force metasurface path */
+ qb_t noClip; /* ydnar: don't clip into bsp, preserve original face winding */
+ qb_t noFast; /* ydnar: supress fast lighting for surfaces with this shader */
+ qb_t invert; /* ydnar: reverse facing */
+ qb_t nonplanar; /* ydnar: for nonplanar meta surface merging */
+ qb_t tcGen; /* ydnar: has explicit texcoord generation */
+ vec3_t vecs[ 2 ]; /* ydnar: explicit texture vectors for [0,1] texture space */
+ tcMod_t mod; /* ydnar: q3map_tcMod matrix for djbob :) */
+ vec3_t lightmapAxis; /* ydnar: explicit lightmap axis projection */
+ colorMod_t *colorMod; /* ydnar: q3map_rgb/color/alpha/Set/Mod support */
+
+ int furNumLayers; /* ydnar: number of fur layers */
+ float furOffset; /* ydnar: offset of each layer */
+ float furFade; /* ydnar: alpha fade amount per layer */
+
+ qb_t splotchFix; /* ydnar: filter splotches on lightmaps */
+
+ qb_t hasPasses; /* false if the shader doesn't define any rendering passes */
+ qb_t globalTexture; /* don't normalize texture repeats */
+ qb_t twoSided; /* cull none */
+ qb_t autosprite; /* autosprite shaders will become point lights instead of area lights */
+ qb_t polygonOffset; /* ydnar: don't face cull this or against this */
+ qb_t patchShadows; /* have patches casting shadows when using -light for this surface */
+ qb_t vertexShadows; /* shadows will be casted at this surface even when vertex lit */
+ qb_t forceSunlight; /* force sun light at this surface even tho we might not calculate shadows in vertex lighting */
+ qb_t notjunc; /* don't use this surface for tjunction fixing */
+ qb_t fogParms; /* ydnar: has fogparms */
+ qb_t noFog; /* ydnar: supress fogging */
+ qb_t clipModel; /* ydnar: solid model hack */
+ qb_t noVertexLight; /* ydnar: leave vertex color alone */
+ qb_t noDirty; /* jal: do not apply the dirty pass to this surface */
+
+ byte styleMarker; /* ydnar: light styles hack */
+
+ float vertexScale; /* vertex light scale */
+
+ char skyParmsImageBase[ MAX_QPATH ]; /* ydnar: for skies */
+
+ char editorImagePath[ MAX_QPATH ]; /* use this image to generate texture coordinates */
+ char lightImagePath[ MAX_QPATH ]; /* use this image to generate color / averageColor */
+ char normalImagePath[ MAX_QPATH ]; /* ydnar: normalmap image for bumpmapping */
+
+ implicitMap_t implicitMap; /* ydnar: enemy territory implicit shaders */
+ char implicitImagePath[ MAX_QPATH ];
+
+ image_t *shaderImage;
+ image_t *lightImage;
+ image_t *normalImage;
+
+ float skyLightValue; /* ydnar */
+ int skyLightIterations; /* ydnar */
+ sun_t *sun; /* ydnar */
+
+ vec3_t color; /* normalized color */
+ vec3_t averageColor;
+ byte lightStyle;