char skyboxname[Q3PATHLENGTH];
q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+ // dp-specific additions:
+
+ // shadow control
+ qboolean dpshadow;
+ qboolean dpnoshadow;
+
// reflection
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)