skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette);
skinframe_t *R_SkinFrame_LoadMissing(void);
+rtexture_t *R_GetCubemap(const char *basename);
+
void R_View_WorldVisibility(qboolean forcenovis);
void R_DrawDecals(void);
void R_DrawParticles(void);
// lightmap prepass data (screenspace diffuse and specular from lights)
GL20TU_SCREENDIFFUSE = 11,
GL20TU_SCREENSPECULAR = 12,
+ // fake reflections
+ GL20TU_REFLECTMASK = 14,
+ GL20TU_REFLECTCUBE = 15
}
gl20_texunit;
-void R_SetupGenericShader(qboolean usetexture);
-void R_SetupGenericTwoTextureShader(int texturemode);
-void R_SetupDepthOrShadowShader(void);
-void R_SetupShowDepthShader(void);
-void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass);
-void R_SetupDeferredLightShader(const rtlight_t *rtlight);
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale);
+void R_SetupShader_DepthOrShadow(void);
+void R_SetupShader_ShowDepth(void);
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass);
+void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
typedef struct r_waterstate_waterplane_s
{