// vis stuff
extern cvar_t r_novis;
+extern cvar_t r_trippy;
+
extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
extern cvar_t r_lerplightstyles;
extern cvar_t r_glsl_offsetmapping;
extern cvar_t r_glsl_offsetmapping_reliefmapping;
extern cvar_t r_glsl_offsetmapping_scale;
+extern cvar_t r_glsl_offsetmapping_lod;
+extern cvar_t r_glsl_offsetmapping_lod_distance;
extern cvar_t r_glsl_deluxemapping;
extern cvar_t gl_polyblend;
int ent_skinnum;
int ent_qwskin;
int ent_flags;
- float ent_shadertime;
int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
+ double shadertime; // r_refdef.scene.time - ent->shadertime
// transform matrices to render this entity and effects on this entity
matrix4x4_t matrix;
matrix4x4_t inversematrix;
}
rsurfacepass_t;
-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, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane);
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy);
+void R_SetupShader_DepthOrShadow(qboolean notrippy);
+void R_SetupShader_ShowDepth(qboolean notrippy);
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
typedef struct r_waterstate_waterplane_s