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