+ x2 = x + 1;if (x2 >= width) x2 = 0;
+ // left, right
+ b = row[1] + x1 * 4;p[0] = (b[0] + b[1] + b[2]);
+ b = row[1] + x2 * 4;p[1] = (b[0] + b[1] + b[2]);
+ // above, below
+ b = row[0] + x * 4;p[2] = (b[0] + b[1] + b[2]);
+ b = row[2] + x * 4;p[3] = (b[0] + b[1] + b[2]);
+ // center
+ b = row[1] + x * 4;p[4] = (b[0] + b[1] + b[2]);
+ // calculate a normal from the slopes
+ n[0] = p[0] - p[1];
+ n[1] = p[3] - p[2];
+ n[2] = ibumpscale;
+ VectorNormalize(n);
+ // turn it into a dot3 rgb vector texture
+ out[0] = (int)(128.0f + n[0] * 127.0f);
+ out[1] = (int)(128.0f + n[1] * 127.0f);
+ out[2] = (int)(128.0f + n[2] * 127.0f);
+ out[3] = (p[4]) / 3;
+ out += 4;
+ }
+ }
+}
+
+int image_loadskin(imageskin_t *s, const char *shadername)
+{
+ int j;
+ unsigned char *bumppixels;
+ int bumppixels_width, bumppixels_height;
+ char name[MAX_QPATH];
+ Image_StripImageExtension(shadername, name, sizeof(name));
+ memset(s, 0, sizeof(*s));
+ s->basepixels = loadimagepixels(name, false, 0, 0);
+ if (s->basepixels == NULL)
+ return false;
+ s->basepixels_width = image_width;
+ s->basepixels_height = image_height;
+
+ bumppixels = NULL;bumppixels_width = 0;bumppixels_height = 0;
+ for (j = 3;j < s->basepixels_width * s->basepixels_height * 4;j += 4)
+ if (s->basepixels[j] < 255)
+ break;
+ if (j < s->basepixels_width * s->basepixels_height * 4)
+ {
+ // has transparent pixels
+ s->maskpixels = (unsigned char *)Mem_Alloc(loadmodel->mempool, s->basepixels_width * s->basepixels_height * 4);
+ s->maskpixels_width = s->basepixels_width;
+ s->maskpixels_height = s->basepixels_height;
+ memcpy(s->maskpixels, s->basepixels, s->maskpixels_width * s->maskpixels_height * 4);
+ for (j = 0;j < s->basepixels_width * s->basepixels_height * 4;j += 4)
+ {
+ s->maskpixels[j+0] = 255;
+ s->maskpixels[j+1] = 255;
+ s->maskpixels[j+2] = 255;
+ }
+ }
+
+ // _luma is supported for tenebrae compatibility
+ // (I think it's a very stupid name, but oh well)
+ if ((s->glowpixels = loadimagepixels(va("%s_glow", name), false, 0, 0)) != NULL
+ || (s->glowpixels = loadimagepixels(va("%s_luma", name), false, 0, 0)) != NULL)
+ {
+ s->glowpixels_width = image_width;
+ s->glowpixels_height = image_height;
+ }
+ // _norm is the name used by tenebrae
+ // (I don't like the name much)
+ if ((s->nmappixels = loadimagepixels(va("%s_norm", name), false, 0, 0)) != NULL)
+ {
+ s->nmappixels_width = image_width;
+ s->nmappixels_height = image_height;
+ }
+ else if ((bumppixels = loadimagepixels(va("%s_bump", name), false, 0, 0)) != NULL)
+ {
+ bumppixels_width = image_width;
+ bumppixels_height = image_height;
+ }
+ if ((s->glosspixels = loadimagepixels(va("%s_gloss", name), false, 0, 0)) != NULL)
+ {
+ s->glosspixels_width = image_width;
+ s->glosspixels_height = image_height;
+ }
+ if ((s->pantspixels = loadimagepixels(va("%s_pants", name), false, 0, 0)) != NULL)
+ {
+ s->pantspixels_width = image_width;
+ s->pantspixels_height = image_height;
+ }
+ if ((s->shirtpixels = loadimagepixels(va("%s_shirt", name), false, 0, 0)) != NULL)
+ {
+ s->shirtpixels_width = image_width;
+ s->shirtpixels_height = image_height;
+ }
+
+ if (s->nmappixels == NULL)
+ {
+ if (bumppixels != NULL)
+ {
+ if (r_shadow_bumpscale_bumpmap.value > 0)