OpenGL2: Add r_glossType.
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@@ -1057,6 +1057,23 @@ void GLSL_InitGPUShaders(void)
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if (r_cubeMapping->integer)
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Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
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switch (r_glossType->integer)
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{
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case 0:
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default:
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Q_strcat(extradefines, 1024, "#define GLOSS_IS_GLOSS\n");
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break;
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case 1:
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Q_strcat(extradefines, 1024, "#define GLOSS_IS_SMOOTHNESS\n");
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break;
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case 2:
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Q_strcat(extradefines, 1024, "#define GLOSS_IS_ROUGHNESS\n");
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break;
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case 3:
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Q_strcat(extradefines, 1024, "#define GLOSS_IS_SHININESS\n");
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break;
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}
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}
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if (i & LIGHTDEF_USE_SHADOWMAP)
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