Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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_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 mp_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
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