uTextureMode 0xFFFF = (USES all) TM_NORMAL = 0, // (r, g, b, a) TM_STENCIL, // (1, 1, 1, a) TM_OPAQUE, // (r, g, b, 1) TM_INVERSE, // (1-r, 1-g, 1-b, a) TM_ALPHATEXTURE, // (1, 1, 1, r) TM_CLAMPY, // (r, g, b, (t >= 0.0 && t <= 1.0)? a:0) TM_INVERTOPAQUE, // (1-r, 1-g, 1-b, 1) TM_FOGLAYER, // (renders a fog layer in the shape of the active texture) TM_FIXEDCOLORMAP = TM_FOGLAYER, 0xF0000 = (USES all) TEXF_Brightmap = 0x10000, TEXF_Detailmap = 0x20000, TEXF_Glowmap = 0x40000, uPalLightLevels 0xFF = 31 0r 0 or 1 0xF0 = gl_fogmode : (USES 2) 0, "$OPTVAL_OFF" 1, "$OPTVAL_STANDARD" 2, "$OPTVAL_RADIAL" 0xF00 = gl_lightmode: (USES 16, 5) 0, "$OPTVAL_STANDARD" 1, "$OPTVAL_BRIGHT" 2, "$OPTVAL_DOOM" 3, "$OPTVAL_DARK" 4, "$OPTVAL_LEGACY" 5, "$OPTVAL_BUILD" 8, "$OPTVAL_SOFTWARE" 16, "$OPTVAL_VANILLA" uTextureAddColor.a -> blendflags 0x7 = (USES all) const int Tex_Blend_Alpha = 1; const int Tex_Blend_Screen = 2; const int Tex_Blend_Overlay = 3; const int Tex_Blend_Hardlight = 4; 0x8 = Invert blend bit uDesaturationFactor > 0