#include "svbsp.h"
-typedef enum gl20_texunit_e
-{
- // postprocess shaders, and generic shaders:
- GL20TU_FIRST = 0,
- GL20TU_SECOND = 1,
- GL20TU_GAMMARAMPS = 2,
- // standard material properties
- GL20TU_NORMAL = 0,
- GL20TU_COLOR = 1,
- GL20TU_GLOSS = 2,
- GL20TU_GLOW = 3,
- // material properties for a second material
- GL20TU_SECONDARY_NORMAL = 4,
- GL20TU_SECONDARY_COLOR = 5,
- GL20TU_SECONDARY_GLOSS = 6,
- GL20TU_SECONDARY_GLOW = 7,
- // material properties for a colormapped material
- // conflicts with secondary material
- GL20TU_PANTS = 4,
- GL20TU_SHIRT = 7,
- // fog fade in the distance
- GL20TU_FOGMASK = 8,
- // compiled ambient lightmap and deluxemap
- GL20TU_LIGHTMAP = 9,
- GL20TU_DELUXEMAP = 10,
- // refraction, used by water shaders
- GL20TU_REFRACTION = 3,
- // reflection, used by water shaders, also with normal material rendering
- // conflicts with secondary material
- GL20TU_REFLECTION = 7,
- // rtlight attenuation (distance fade) and cubemap filter (projection texturing)
- // conflicts with lightmap/deluxemap
- GL20TU_ATTENUATION = 9,
- GL20TU_CUBE = 10,
- GL20TU_SHADOWMAP2D = 15,
- GL20TU_CUBEPROJECTION = 12,
- // rtlight prepass data (screenspace depth and normalmap)
-// GL20TU_UNUSED1 = 13,
- GL20TU_SCREENNORMALMAP = 14,
- // lightmap prepass data (screenspace diffuse and specular from lights)
- GL20TU_SCREENDIFFUSE = 11,
- GL20TU_SCREENSPECULAR = 12,
- // fake reflections
- GL20TU_REFLECTMASK = 5,
- GL20TU_REFLECTCUBE = 6,
- GL20TU_FOGHEIGHTTEXTURE = 14
-}
-gl20_texunit;
-
typedef enum glsl_attrib_e
{
GLSLATTRIB_POSITION = 0,