q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
vec3_t reflectcolor, refractcolor;
- float reflectfactor; // amount of reflection (1.0 = full, can't be larger)
+ float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
+ float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies; note that reflection distort is not configurable because that's what the bumpmap should do)
}
q3shaderinfo_t;
// reflection
vec3_t reflectcolor, refractcolor;
- float reflectfactor; // amount of reflection (1.0 = full, can't be larger)
+ float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
+ float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies; note that reflection distort is not configurable because that's what the bumpmap should do)
}
texture_t;