]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - dpsoftrast.h
server: ignore out of order prespawn/spawn/begin commands
[xonotic/darkplaces.git] / dpsoftrast.h
index c30f69a6b4fbf63e4e06e44c1314d7b85f31601e..eb3df2bae40d5c10b60c8dbdbad305e1eba87515 100644 (file)
@@ -188,14 +188,15 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
        SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection
        SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
-       SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
+       SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha
        SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe)
        SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling
        SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
        SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
        SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
        SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
-       SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex
+       SHADERPERMUTATION_COUNT = 30 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;