#if !defined ( INCLUDED_SHADERLIB_H )
#define INCLUDED_SHADERLIB_H
+#include "defaults.h"
#include "string/string.h"
#include "character.h"
#include "ishaders.h"
}
};
-static inline bool shader_is_diffuse( const char *shader ){
- return
- /* Quake2World */
- !string_equal_suffix( shader, "_bump" )
- && !string_equal_suffix( shader, "_glow" )
- && !string_equal_suffix( shader, "_h" )
- && !string_equal_suffix( shader, "_local" )
- && !string_equal_suffix( shader, "_luma" )
- && !string_equal_suffix( shader, "_nm" )
- && !string_equal_suffix( shader, "_s" )
- /* DarkPlaces */
- && !string_equal_suffix( shader, "_norm" )
- // (already in Quake2World) && !string_equal_suffix( shader, "_bump" )
- // (already in Quake2World) && !string_equal_suffix( shader, "_glow" )
- && !string_equal_suffix( shader, "_gloss" )
- && !string_equal_suffix( shader, "_pants" )
- && !string_equal_suffix( shader, "_shirt" )
- && !string_equal_suffix( shader, "_reflect" )
- ;
-}
-
inline bool shader_valid( const char* shader ){
return string_is_ascii( shader )
&& strchr( shader, ' ' ) == 0
&& strchr( shader, '\r' ) == 0
&& strchr( shader, '\t' ) == 0
&& strchr( shader, '\v' ) == 0
- && strchr( shader, '\\' ) == 0
- && shader_is_diffuse( shader );
+ && strchr( shader, '\\' ) == 0;
}
inline const char* GlobalTexturePrefix_get(){
}
inline const char* texdef_name_default(){
- return GlobalTexturePrefix_get();
+ const char* notex = DEFAULT_NOTEX_NAME;
+ return notex;
}
-
#endif