From b8a81d18684988d34b1fc3e094380fb50258b52c Mon Sep 17 00:00:00 2001
From: Eukara <eukara@users.sourceforge.net>
Date: Sun, 29 Mar 2020 18:37:10 +0000
Subject: [PATCH] Permission to kill the glass-shader hack. It would have been
 cvar'd, but we figured it'd be a waste of LOC. Handle this in the game-logic
 instead.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5663 fc73d0e0-1445-4013-8a0c-d673dee63da5
---
 engine/client/wad.c   |  2 --
 engine/gl/gl_model.c  |  6 +-----
 engine/gl/gl_shader.c | 16 +---------------
 3 files changed, 2 insertions(+), 22 deletions(-)

diff --git a/engine/client/wad.c b/engine/client/wad.c
index da6fe69e9..d8611a305 100644
--- a/engine/client/wad.c
+++ b/engine/client/wad.c
@@ -381,8 +381,6 @@ qbyte *W_ConvertWAD3Texture(miptex_t *tex, size_t lumpsize, int *width, int *hei
 
 	if (tex->name[0] == '{')
 		alpha = 1;
-	else if (!strncmp(tex->name, "window", 6) || !strncmp(tex->name, "glass", 5))
-		alpha = 2;
 
 	if (tex->width > 0x10000 || tex->height > 0x10000)
 		return NULL;
diff --git a/engine/gl/gl_model.c b/engine/gl/gl_model.c
index 8c70107ea..ba2976826 100644
--- a/engine/gl/gl_model.c
+++ b/engine/gl/gl_model.c
@@ -4145,11 +4145,7 @@ static qboolean Mod_LoadFaces (model_t *loadmodel, bspx_header_t *bspx, qbyte *m
 			out->flags |= (SURF_DRAWALPHA);
 			continue;
 		}
-		if (!Q_strncmp(out->texinfo->texture->name,"glass",5))		// alpha
-		{
-			out->flags |= (SURF_DRAWALPHA);
-			continue;
-		}
+
 		if (out->flags & SURF_DRAWALPHA)
 			out->flags &= ~SURF_DRAWALPHA;
 	}
diff --git a/engine/gl/gl_shader.c b/engine/gl/gl_shader.c
index 04bb85336..63c6504fd 100644
--- a/engine/gl/gl_shader.c
+++ b/engine/gl/gl_shader.c
@@ -43,6 +43,7 @@ sh_config_t sh_config;
 cvar_t r_vertexlight = CVARFD("r_vertexlight", "0", CVAR_SHADERSYSTEM, "Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering.");
 cvar_t r_forceprogramify = CVARAFD("r_forceprogramify", "0", "dpcompat_makeshitup", CVAR_SHADERSYSTEM, "Reduce the shader to a single texture, and then make stuff up about its mother. The resulting fist fight results in more colour when you shine a light upon its face.\nSet to 2 to ignore 'depthfunc equal' and 'tcmod scale' in order to tolerate bizzare shaders made for a bizzare engine.\nBecause most shaders made for DP are by people who _clearly_ have no idea what the heck they're doing, you'll typically need the '2' setting.");
 cvar_t dpcompat_nopremulpics = CVARFD("dpcompat_nopremulpics", "0", CVAR_SHADERSYSTEM, "By default FTE uses premultiplied alpha for hud/2d images, while DP does not (which results in halos with low-res content). Unfortunately DDS files would need to be recompressed, resulting in visible issues.");
+
 extern cvar_t r_glsl_offsetmapping_reliefmapping;
 extern cvar_t r_drawflat;
 extern cvar_t r_shaderblobs;
@@ -6766,21 +6767,6 @@ void Shader_DefaultBSPQ1(parsestate_t *ps, const char *shortname, const void *ar
 			);
 	}
 
-	/*Hack: note that halflife would normally expect you to use rendermode/renderampt*/
-	if (!builtin && (!strncmp(shortname, "glass", 5)/* || !strncmp(shortname, "window", 6)*/))
-	{
-		/*alpha bended*/
-		builtin = (
-			"{\n"
-				"{\n"
-					"map $diffuse\n"
-					"tcgen base\n"
-					"blendfunc blend\n"
-				"}\n"
-			"}\n"
-		);
-	}
-
 	if (builtin)
 		Shader_DefaultScript(ps, shortname, builtin);
 	else