SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
+ SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
+ SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces
SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
DPSOFTRAST_UNIFORM_ShadowMapMatrixM4,
DPSOFTRAST_UNIFORM_BloomColorSubtract,
DPSOFTRAST_UNIFORM_NormalmapScrollBlend,
+ DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance,
+ DPSOFTRAST_UNIFORM_OffsetMapping_Bias,
DPSOFTRAST_UNIFORM_TOTAL
}
DPSOFTRAST_UNIFORM;