void DPSOFTRAST_DepthTest(int enable);
void DPSOFTRAST_ScissorTest(int enable);
void DPSOFTRAST_Scissor(float x, float y, float width, float height);
void DPSOFTRAST_DepthTest(int enable);
void DPSOFTRAST_ScissorTest(int enable);
void DPSOFTRAST_Scissor(float x, float y, float width, float height);
void DPSOFTRAST_BlendFunc(int smodulate, int dmodulate);
void DPSOFTRAST_BlendSubtract(int enable);
void DPSOFTRAST_BlendFunc(int smodulate, int dmodulate);
void DPSOFTRAST_BlendSubtract(int enable);
void DPSOFTRAST_DepthRange(float range0, float range1);
void DPSOFTRAST_PolygonOffset(float alongnormal, float intoview);
void DPSOFTRAST_CullFace(int mode);
void DPSOFTRAST_DepthRange(float range0, float range1);
void DPSOFTRAST_PolygonOffset(float alongnormal, float intoview);
void DPSOFTRAST_CullFace(int mode);
void DPSOFTRAST_Color4f(float r, float g, float b, float a);
void DPSOFTRAST_GetPixelsBGRA(int blockx, int blocky, int blockwidth, int blockheight, unsigned char *outpixels);
void DPSOFTRAST_CopyRectangleToTexture(int index, int mip, int tx, int ty, int sx, int sy, int width, int height);
void DPSOFTRAST_Color4f(float r, float g, float b, float a);
void DPSOFTRAST_GetPixelsBGRA(int blockx, int blocky, int blockwidth, int blockheight, unsigned char *outpixels);
void DPSOFTRAST_CopyRectangleToTexture(int index, int mip, int tx, int ty, int sx, int sy, int width, int height);
SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<27, ///< (water) counter-direction normalmaps scrolling
SHADERPERMUTATION_BOUNCEGRID = 1<<28, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<29, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<27, ///< (water) counter-direction normalmaps scrolling
SHADERPERMUTATION_BOUNCEGRID = 1<<28, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<29, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
- SHADERPERMUTATION_LIMIT = 1<<30, ///< size of permutations array
- SHADERPERMUTATION_COUNT = 30 ///< size of shaderpermutationinfo array
+ SHADERPERMUTATION_TRIPPY = 1<<30, ///< use trippy vertex shader effect
+ SHADERPERMUTATION_LIMIT = 1<<31, ///< size of permutations array
+ SHADERPERMUTATION_COUNT = 31 ///< size of shaderpermutationinfo array