memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
}
-extern cvar_t mod_noshader_default_offsetmapping;
-extern cvar_t mod_q3shader_default_offsetmapping;
-extern cvar_t mod_q3shader_default_offsetmapping_scale;
-extern cvar_t mod_q3shader_default_offsetmapping_bias;
-extern cvar_t mod_q3shader_default_polygonoffset;
-extern cvar_t mod_q3shader_default_polygonfactor;
-extern cvar_t mod_q3shader_force_addalpha;
-extern cvar_t mod_q3shader_force_terrain_alphaflag;
void Mod_LoadQ3Shaders(void)
{
int j;
texture->specularscalemod = shader->specularscalemod;
texture->specularpowermod = shader->specularpowermod;
texture->rtlightambient = shader->rtlightambient;
+ texture->refractive_index = mod_q3shader_default_refractive_index.value;
if (shader->dpreflectcube[0])
texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);