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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+
+typedef struct shaderInfo_s {
+ char shader[MAX_QPATH];
+ int surfaceFlags;
+ int contents;
+ int value;
+
+ char backShader[MAX_QPATH]; // for surfaces that generate different front and back passes
+ char flareShader[MAX_QPATH]; // for light flares
+
+ float subdivisions; // from a "tesssize xxx"
+ float backsplashFraction; // floating point value, usually 0.05
+ float backsplashDistance; // default 16
+ float lightSubdivide; // default 120
+ int lightmapSampleSize; // lightmap sample size
+
+ qboolean hasPasses; // false if the shader doesn't define any rendering passes
+
+ qboolean globalTexture; // don't normalize texture repeats
+
+ qboolean twoSided; // cull none
+ qboolean autosprite; // autosprite shaders will become point lights
+ // instead of area lights
+ qboolean lightFilter; // light rays that cross surfaces of this type
+ // should test against the filter image
+ qboolean forceTraceLight; // always use -light for this surface
+ qboolean forceVLight; // always use -vlight for this surface
+ qboolean patchShadows; // have patches casting shadows when using -light for this surface
+ qboolean vertexShadows; // shadows will be casted at this surface even when vertex lit
+ qboolean noVertexShadows; // no shadows will be casted at this surface in vertex lighting
+ qboolean forceSunLight; // force sun light at this surface even tho we might not calculate shadows in vertex lighting
+ qboolean notjunc; // don't use this surface for tjunction fixing
+ float vertexScale; // vertex light scale
+
+ char editorimage[MAX_QPATH]; // use this image to generate texture coordinates
+ char lightimage[MAX_QPATH]; // use this image to generate color / averageColor
+ vec3_t color; // colorNormalized
+ vec3_t averageColor;
+
+ int width, height;
+ byte *pixels;
+
+ vec3_t sunLight;
+ vec3_t sunDirection;
+} shaderInfo_t;
+
+void LoadShaderInfo( void );
+shaderInfo_t *ShaderInfoForShader( const char *shader );
+