static inline bool shader_is_diffuse( const char *shader ){
return
- /* Quake2World */
- !string_equal_suffix( shader, "_bump" )
- && !string_equal_suffix( shader, "_glow" )
+ /* Quetoo */
&& !string_equal_suffix( shader, "_h" )
&& !string_equal_suffix( shader, "_local" )
- && !string_equal_suffix( shader, "_luma" )
&& !string_equal_suffix( shader, "_nm" )
&& !string_equal_suffix( shader, "_s" )
/* DarkPlaces */
- && !string_equal_suffix( shader, "_norm" )
- // (already in Quake2World) && !string_equal_suffix( shader, "_bump" )
- // (already in Quake2World) && !string_equal_suffix( shader, "_glow" )
+ && !string_equal_suffix( shader, "_bump" )
+ && !string_equal_suffix( shader, "_glow" )
&& !string_equal_suffix( shader, "_gloss" )
+ && !string_equal_suffix( shader, "_luma" )
+ && !string_equal_suffix( shader, "_norm" )
&& !string_equal_suffix( shader, "_pants" )
&& !string_equal_suffix( shader, "_shirt" )
&& !string_equal_suffix( shader, "_reflect" )