// unshaded geometry (fullbright or ambient model lighting)
mode = SHADERMODE_FLATCOLOR;
ambientscale = diffusescale = specularscale = 0;
- if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+ if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
// directional model lighting
mode = SHADERMODE_LIGHTDIRECTION;
- if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+ if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
permutation |= SHADERPERMUTATION_DIFFUSE;
if (specularscale > 0)
permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
// ambient model lighting
mode = SHADERMODE_LIGHTDIRECTION;
- if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+ if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
// lightmapped wall
- if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+ if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);