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78 lines
2.1 KiB
78 lines
2.1 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#ifndef GL_SHADER_H |
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#define GL_SHADER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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void Shader_BeginRendering (); |
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bool Shader_Connect( bool bSetProxyFactory ); |
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void Shader_Disconnect(); |
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void Shader_SwapBuffers(); |
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#include "mathlib/vector.h" |
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#include "convar.h" |
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extern Vector modelorg; |
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extern VMatrix g_BrushToWorldMatrix; |
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// |
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// screen size info |
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// |
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class IMaterial; |
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extern IMaterial* g_materialEmpty; |
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extern IMaterial* g_materialWireframe; |
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extern IMaterial* g_materialTranslucentSingleColor; |
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extern IMaterial* g_materialTranslucentVertexColor; |
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extern IMaterial* g_materialWorldWireframe; |
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extern IMaterial* g_materialWorldWireframeZBuffer; |
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extern IMaterial* g_materialBrushWireframe; |
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extern IMaterial* g_materialDecalWireframe; |
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extern IMaterial* g_materialDebugLightmap; |
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extern IMaterial* g_materialDebugLightmapZBuffer; |
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extern IMaterial* g_materialDebugLuxels; |
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extern IMaterial* g_materialLeafVisWireframe; |
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extern IMaterial* g_pMaterialWireframeVertexColor; |
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extern IMaterial* g_pMaterialWireframeVertexColorIgnoreZ; |
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extern IMaterial* g_pMaterialLightSprite; |
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extern IMaterial* g_pMaterialShadowBuild; |
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extern IMaterial* g_pMaterialMRMWireframe; |
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extern IMaterial* g_pMaterialWriteZ; |
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extern IMaterial* g_pMaterialWaterDuDv; |
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extern IMaterial* g_pMaterialWaterFirstPass; |
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extern IMaterial* g_pMaterialWaterSecondPass; |
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extern IMaterial* g_pMaterialAmbientCube; |
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extern IMaterial* g_pMaterialDebugFlat; |
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extern IMaterial* g_pMaterialDepthWrite[2][2]; |
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extern IMaterial* g_pMaterialSSAODepthWrite[2][2]; |
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extern ConVar r_norefresh; |
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extern ConVar r_lightmapcolorscale; |
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extern ConVar r_decals; |
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extern ConVar mp_decals; |
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extern ConVar r_lightmap; |
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extern ConVar r_lightstyle; |
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extern ConVar r_dynamic; |
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extern ConVar r_unloadlightmaps; |
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extern ConVar r_lod_noupdate; |
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extern ConVar mat_fullbright; |
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extern ConVar mat_drawflat; |
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extern ConVar mat_reversedepth; |
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extern ConVar mat_norendering; |
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#endif // GL_SHADER_H
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