raze/source/glbackend/gl_renderstate.h
Christoph Oelckers 7131fe6c6e - use separate textures for the palswap shade tables.
This creates a lot less mess than one big texture and also allows easier use of texelFetch in the server which is preferable for data textures.
2019-10-08 01:08:08 +02:00

25 lines
525 B
C++

#pragma once
class PolymostShader;
struct PolymostRenderState
{
float Clamp[2];
float Shade;
float NumShades = 64.f;
float VisFactor = 128.f;
float FogEnabled = 1.f;
float UseColorOnly;
float UsePalette = 1.f;
float UseDetailMapping;
float UseGlowMapping;
float NPOTEmulation;
float NPOTEmulationFactor = 1.f;
float NPOTEmulationXOffset;
float Brightness = 1.f;
float ShadeInterpolate = 1.f;
float Fog[4];
float FogColor[4];
void Apply(PolymostShader *shader);
};