//===== Copyright © 1996-2006, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //===========================================================================// #ifndef GL_SHADER_H #define GL_SHADER_H #ifdef _WIN32 #pragma once #endif void Shader_BeginRendering (); bool Shader_Connect( bool bSetProxyFactory ); void Shader_Disconnect(); void Shader_SwapBuffers(); #include "mathlib/vector.h" #include "convar.h" extern Vector modelorg; extern VMatrix g_BrushToWorldMatrix; // // screen size info // class IMaterial; extern IMaterial* g_materialEmpty; extern IMaterial* g_materialWireframe; extern IMaterial* g_materialTranslucentSingleColor; extern IMaterial* g_materialTranslucentVertexColor; extern IMaterial* g_materialWorldWireframe; extern IMaterial* g_materialWorldWireframeZBuffer; extern IMaterial* g_materialWorldWireframeGreen; extern IMaterial* g_materialBrushWireframe; extern IMaterial* g_materialDecalWireframe; extern IMaterial* g_materialDebugLightmap; extern IMaterial* g_materialDebugLightmapZBuffer; extern IMaterial* g_materialDebugLuxels; extern IMaterial* g_materialLeafVisWireframe; extern IMaterial* g_pMaterialWireframeVertexColor; extern IMaterial* g_pMaterialWireframeVertexColorIgnoreZ; extern IMaterial* g_pMaterialLightSprite; extern IMaterial* g_pMaterialShadowBuild; extern IMaterial* g_pMaterialMRMWireframe; extern IMaterial* g_pMaterialWriteZ; extern IMaterial* g_pMaterialWaterDuDv; extern IMaterial* g_pMaterialWaterFirstPass; extern IMaterial* g_pMaterialWaterSecondPass; extern IMaterial* g_pMaterialAmbientCube; extern IMaterial* g_pMaterialDebugFlat; extern IMaterial* g_pMaterialDepthWrite[2][2]; extern IMaterial* g_pMaterialSSAODepthWrite[ 2 ][ 2 ]; extern ConVar r_norefresh; extern ConVar r_lightmapcolorscale; extern ConVar r_decals; extern ConVar r_lightmap; extern ConVar r_lightstyle; extern ConVar r_dynamic; extern ConVar r_unloadlightmaps; extern ConVar r_lod_noupdate; extern ConVar mat_fullbright; extern ConVar mat_drawflat; extern ConVar mat_reversedepth; extern ConVar mat_norendering; #endif // GL_SHADER_H