Searched refs:darkMap (Results 1 – 5 of 5) sorted by relevance
16 #if @darkMap17 uniform sampler2D darkMap;136 #if @darkMap137 gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz;
15 #if @darkMap90 #if @darkMap
90 map.darkMap = FALSE; in loadMap()194 map.darkMap = (strcmpignorecase(itemName, "TRUE") == 0 ? TRUE : FALSE); in loadMap()534 fprintf(fp, "DARK_MAP %s\n", map.darkMap == TRUE ? "TRUE" : "FALSE"); in saveMap()1468 map.darkMap = dark; in setDarkMap()1473 return map.darkMap; in isDarkMap()
161 int forceMinY, darkMap; member
110 :darkMap: multiplied onto the base texture