"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
"// written by Forest 'LordHavoc' Hale\n"
"\n"
-"// use half floats on GEFORCEFX for math performance, otherwise don't\n"
+"// use half floats if available for math performance\n"
"#ifndef GEFORCEFX\n"
"#define half float\n"
"#define hvec2 vec2\n"
qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
- //qboolean dowatershader = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value;
// TODO: add direct pants/shirt rendering
if (doambientpants || dodiffusepants)
R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);