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engine/gl_shader.h
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78
engine/gl_shader.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//===========================================================================//
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#ifndef GL_SHADER_H
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#define GL_SHADER_H
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#ifdef _WIN32
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#pragma once
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#endif
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void Shader_BeginRendering ();
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bool Shader_Connect( bool bSetProxyFactory );
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void Shader_Disconnect();
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void Shader_SwapBuffers();
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#include "mathlib/vector.h"
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#include "convar.h"
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extern Vector modelorg;
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extern VMatrix g_BrushToWorldMatrix;
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//
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// screen size info
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//
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class IMaterial;
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extern IMaterial* g_materialEmpty;
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extern IMaterial* g_materialWireframe;
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extern IMaterial* g_materialTranslucentSingleColor;
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extern IMaterial* g_materialTranslucentVertexColor;
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extern IMaterial* g_materialWorldWireframe;
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extern IMaterial* g_materialWorldWireframeZBuffer;
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extern IMaterial* g_materialBrushWireframe;
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extern IMaterial* g_materialDecalWireframe;
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extern IMaterial* g_materialDebugLightmap;
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extern IMaterial* g_materialDebugLightmapZBuffer;
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extern IMaterial* g_materialDebugLuxels;
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extern IMaterial* g_materialLeafVisWireframe;
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extern IMaterial* g_pMaterialWireframeVertexColor;
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extern IMaterial* g_pMaterialWireframeVertexColorIgnoreZ;
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extern IMaterial* g_pMaterialLightSprite;
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extern IMaterial* g_pMaterialShadowBuild;
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extern IMaterial* g_pMaterialMRMWireframe;
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extern IMaterial* g_pMaterialWriteZ;
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extern IMaterial* g_pMaterialWaterDuDv;
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extern IMaterial* g_pMaterialWaterFirstPass;
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extern IMaterial* g_pMaterialWaterSecondPass;
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extern IMaterial* g_pMaterialAmbientCube;
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extern IMaterial* g_pMaterialDebugFlat;
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extern IMaterial* g_pMaterialDepthWrite[2][2];
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extern IMaterial* g_pMaterialSSAODepthWrite[2][2];
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extern ConVar r_norefresh;
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extern ConVar r_lightmapcolorscale;
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extern ConVar r_decals;
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extern ConVar mp_decals;
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extern ConVar r_lightmap;
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extern ConVar r_lightstyle;
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extern ConVar r_dynamic;
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extern ConVar r_unloadlightmaps;
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extern ConVar r_lod_noupdate;
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extern ConVar mat_fullbright;
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extern ConVar mat_drawflat;
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extern ConVar mat_reversedepth;
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extern ConVar mat_norendering;
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#endif // GL_SHADER_H
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