cvar_t mod_q3shader_default_offsetmapping_bias = {CVAR_SAVE, "mod_q3shader_default_offsetmapping_bias", "0", "default bias used for offsetmapping"};
cvar_t mod_q3shader_default_polygonfactor = {0, "mod_q3shader_default_polygonfactor", "0", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
cvar_t mod_q3shader_default_polygonoffset = {0, "mod_q3shader_default_polygonoffset", "-2", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
+cvar_t mod_q3shader_default_refractive_index = { 0, "mod_q3shader_default_refractive_index", "1.33", "angle of refraction specified as n to apply when a photon is refracted, example values are: 1.0003 = air, water = 1.333, crown glass = 1.517, flint glass = 1.655, diamond = 2.417" };
cvar_t mod_q3shader_force_addalpha = {0, "mod_q3shader_force_addalpha", "0", "treat GL_ONE GL_ONE (or add) blendfunc as GL_SRC_ALPHA GL_ONE for compatibility with older DarkPlaces releases"};
cvar_t mod_q3shader_force_terrain_alphaflag = {0, "mod_q3shader_force_terrain_alphaflag", "0", "for multilayered terrain shaders force TEXF_ALPHA flag on both layers"};
Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping_bias);
Cvar_RegisterVariable(&mod_q3shader_default_polygonfactor);
Cvar_RegisterVariable(&mod_q3shader_default_polygonoffset);
+ Cvar_RegisterVariable(&mod_q3shader_default_refractive_index);
Cvar_RegisterVariable(&mod_q3shader_force_addalpha);
Cvar_RegisterVariable(&mod_q3shader_force_terrain_alphaflag);
Cvar_RegisterVariable(&mod_q1bsp_polygoncollisions);
// clear water settings
tx->reflectmin = 0;
tx->reflectmax = 1;
+ tx->refractive_index = mod_q3shader_default_refractive_index.value;
tx->refractfactor = 1;
Vector4Set(tx->refractcolor4f, 1, 1, 1, 1);
tx->reflectfactor = 1;