shader.reflectfactor = 1;
Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
shader.r_water_wateralpha = 1;
+ shader.specularscalemod = 1;
shader.specularpowermod = 1;
strlcpy(shader.name, com_token, sizeof(shader.name));
Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
shader.r_water_wateralpha = atof(parameter[11]);
}
+ else if (!strcasecmp(parameter[0], "dp_specularscalemod") && numparameters >= 2)
+ {
+ shader.specularscalemod = atof(parameter[1]);
+ }
else if (!strcasecmp(parameter[0], "dp_specularpowermod") && numparameters >= 2)
{
shader.specularpowermod = atof(parameter[1]);
texflagsmask &= ~TEXF_PICMIP;
if(!(defaulttexflags & TEXF_COMPRESS))
texflagsmask &= ~TEXF_COMPRESS;
+ texture->specularscalemod = 1; // unless later loaded from the shader
texture->specularpowermod = 1; // unless later loaded from the shader
if (shader)
texture->reflectfactor = shader->reflectfactor;
Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
texture->r_water_wateralpha = shader->r_water_wateralpha;
+ texture->specularscalemod = shader->specularscalemod;
texture->specularpowermod = shader->specularpowermod;
}
else if (!strcmp(texture->name, "noshader") || !texture->name[0])
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
// gloss
+ float specularscalemod;
float specularpowermod;
#define Q3SHADERINFO_COMPARE_END specularpowermod
}
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
// gloss
+ float specularscalemod;
float specularpowermod;
}
texture_t;