}
extern framebuffers[];
+
+struct shader_props_standard
+{
+ u32 tex_diffuse;
+};
+
+struct shader_props_terrain
+{
+ u32 tex_diffuse;
+ v2f blend_offset;
+ v4f sand_colour;
+};
+
+struct shader_props_vertex_blend
+{
+ u32 tex_diffuse;
+ v2f blend_offset;
+};
+
+struct shader_props_water
+{
+ v4f shore_colour;
+ v4f deep_colour;
+ f32 fog_scale;
+ f32 fresnel;
+ f32 water_sale;
+ v4f wave_speed;
+};
+
+struct shader_props_cubemapped
+{
+ u32 tex_diffuse;
+ u32 cubemap_entity;
+ v4f tint;
+};
+
void render_init(void);
void render_fsquad(void);
void render_fsquad1(void);