};
static inline bool shader_is_diffuse( const char *shader ){
- return !string_equal_suffix( shader, "_bump" )
- && !string_equal_suffix( shader, "_glow" )
- && !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" );
+ return
+ /* Quake2World */
+ !string_equal_suffix( shader, "_bump" )
+ && !string_equal_suffix( shader, "_glow" )
+ && !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, "_gloss" )
+ && !string_equal_suffix( shader, "_pants" )
+ && !string_equal_suffix( shader, "_shirt" )
+ && !string_equal_suffix( shader, "_reflect" )
+ ;
}
inline bool shader_valid( const char* shader ){