Example #1
0
Compositor::Ptr CompositorLoader::ParseCompositor(ResourceManager& resourceManager, const json::Value& root)
{
	Compositor::Ptr result(new Compositor());

	if (root["renderTargets"].GetType() != ObjectVal)
	{
		throw FormatException("renderTargets must be an object");
	}

	json::Object renderTargets = root["renderTargets"].ToObject();

	ParseRenderTargets(result, renderTargets);

	const Value& stages = root["stages"];

	if (stages.GetType() != ArrayVal)
	{
		throw FormatException("stages must be an array");
	}

	Array arrayStages = stages.ToArray();

	for (auto it = arrayStages.begin(); it != arrayStages.end(); ++it)
	{
		ParseStage(resourceManager, result, *it);
	}

	return result;
}
Example #2
0
/**
* Parses the source text from an idMaterial and initializes the editor dictionary representation
* of the material.
* @param src The idLexer object that contains the material text.
*/
void MaterialDoc::ParseMaterial(idLexer* src) {

	idToken		token;

	//Parse past the name
	src->SkipUntilString("{");
	
	while ( 1 ) {
		if ( !src->ExpectAnyToken( &token ) ) {
			//Todo: Add some error checking here
			return;
		}

		if ( token == "}" ) {
			break;
		}

		if(ParseMaterialDef(&token, src, MaterialDefManager::MATERIAL_DEF_MATERIAL, &editMaterial.materialData)) {
			continue;
		}
		
		if ( !token.Icmp( "diffusemap" ) ) {
			//Added as a special stage
			idStr str;
			src->ReadRestOfLine( str );
			AddSpecialMapStage("diffusemap", str);
		}
		else if ( !token.Icmp( "specularmap" ) ) {
			idStr str;
			src->ReadRestOfLine( str );
			AddSpecialMapStage("specularmap", str);
		}
		else if ( !token.Icmp( "bumpmap" ) ) {
			idStr str;
			src->ReadRestOfLine( str );
			AddSpecialMapStage("bumpmap", str);
		}
		else if( token == "{" ) {
			ParseStage(src);
		}
	}
}
Example #3
0
/**
 * @brief The current text pointer is at the explicit text definition of the
 * shader. Parse it into the global shader variable.  Later functions
 * will optimize it.
 * @param[in,out] _text
 * @return
 */
qboolean ParseShaderR1(char *_text)
{
	char **text = &_text;
	char *token;
	int  s = 0;

	shader.explicitlyDefined = qtrue;

	token = COM_ParseExt2(text, qtrue);

	if (token[0] != '{')
	{
		Ren_Warning("WARNING: expecting '{', found '%s' instead in shader '%s'\n", token, shader.name);
		return qfalse;
	}

	while (1)
	{
		token = COM_ParseExt2(text, qtrue);
		if (!token[0])
		{
			Ren_Warning("WARNING: no concluding '}' in shader %s\n", shader.name);
			return qfalse;
		}

		// end of shader definition
		if (token[0] == '}')
		{
			break;
		}
		// stage definition
		else if (token[0] == '{')
		{
			if (s >= MAX_SHADER_STAGES)
			{
				Ren_Warning("WARNING: too many stages in shader %s (max is %i)\n", shader.name, MAX_SHADER_STAGES);
				return qfalse;
			}

			if (!ParseStage(&stages[s], text))
			{
				Ren_Warning("WARNING: can't parse stages of shader %s @[%.50s ...]\n", shader.name, _text);
				return qfalse;
			}
			stages[s].active = qtrue;
			s++;
			continue;
		}
		// skip stuff that only the QuakeEdRadient needs
		else if (!Q_stricmpn(token, "qer", 3))
		{
			SkipRestOfLine(text);
			continue;
		}
		// skip description
		else if (!Q_stricmp(token, "description"))
		{
			SkipRestOfLine(text);
			continue;
		}
		// skip renderbump
		else if (!Q_stricmp(token, "renderbump"))
		{
			SkipRestOfLine(text);
			continue;
		}
		// skip unsmoothedTangents
		else if (!Q_stricmp(token, "unsmoothedTangents"))
		{
			Ren_Warning("WARNING: unsmoothedTangents keyword not supported in shader '%s'\n", shader.name);
			continue;
		}
		// skip guiSurf
		else if (!Q_stricmp(token, "guiSurf"))
		{
			SkipRestOfLine(text);
			continue;
		}
		// skip decalInfo
		else if (!Q_stricmp(token, "decalInfo"))
		{
			Ren_Warning("WARNING: decalInfo keyword not supported in shader '%s'\n", shader.name);
			SkipRestOfLine(text);
			continue;
		}
		// skip Quake4's extra material types
		else if (!Q_stricmp(token, "materialType"))
		{
			Ren_Warning("WARNING: materialType keyword not supported in shader '%s'\n", shader.name);
			SkipRestOfLine(text);
			continue;
		}
		// skip Prey's extra material types
		else if (!Q_stricmpn(token, "matter", 6))
		{
			//Ren_Warning( "WARNING: materialType keyword not supported in shader '%s'\n", shader.name);
			SkipRestOfLine(text);
			continue;
		}
		// sun parms
		else if (!Q_stricmp(token, "xmap_sun") || !Q_stricmp(token, "q3map_sun"))
		{
			float a, b;

			token = COM_ParseExt2(text, qfalse);
			if (!token[0])
			{
				Ren_Warning("WARNING: missing parm for 'xmap_sun' keyword in shader '%s'\n", shader.name);
				continue;
			}
			tr.sunLight[0] = atof(token);

			token = COM_ParseExt2(text, qfalse);
			if (!token[0])
			{
				Ren_Warning("WARNING: missing parm for 'xmap_sun' keyword in shader '%s'\n", shader.name);
				continue;
			}
			tr.sunLight[1] = atof(token);


			token = COM_ParseExt2(text, qfalse);
			if (!token[0])
			{
				Ren_Warning("WARNING: missing parm for 'xmap_sun' keyword in shader '%s'\n", shader.name);
				continue;
			}
			tr.sunLight[2] = atof(token);

			VectorNormalize(tr.sunLight);

			token = COM_ParseExt2(text, qfalse);
			if (!token[0])
			{
				Ren_Warning("WARNING: missing parm for 'xmap_sun' keyword in shader '%s'\n", shader.name);
				continue;
			}
			a = atof(token);
			VectorScale(tr.sunLight, a, tr.sunLight);

			token = COM_ParseExt2(text, qfalse);
			if (!token[0])
			{
				Ren_Warning("WARNING: missing parm for 'xmap_sun' keyword in shader '%s'\n", shader.name);
				continue;
			}
			a = atof(token);
			a = a / 180 * M_PI;

			token = COM_ParseExt2(text, qfalse);
			if (!token[0])
			{
				Ren_Warning("WARNING: missing parm for 'xmap_sun' keyword in shader '%s'\n", shader.name);
				continue;
			}
			b = atof(token);
			b = b / 180 * M_PI;

			tr.sunDirection[0] = cos(a) * cos(b);
			tr.sunDirection[1] = sin(a) * cos(b);
			tr.sunDirection[2] = sin(b);
			continue;
		}
		// noShadows
		else if (!Q_stricmp(token, "noShadows"))
		{
			shader.noShadows = qtrue;
			continue;
		}
		// noSelfShadow
		else if (!Q_stricmp(token, "noSelfShadow"))
		{
			Ren_Warning("WARNING: noSelfShadow keyword not supported in shader '%s'\n", shader.name);
			continue;
		}
		// forceShadows
		else if (!Q_stricmp(token, "forceShadows"))
		{
			Ren_Warning("WARNING: forceShadows keyword not supported in shader '%s'\n", shader.name);
			continue;
		}
		// forceOverlays
		else if (!Q_stricmp(token, "forceOverlays"))
		{
			Ren_Warning("WARNING: forceOverlays keyword not supported in shader '%s'\n", shader.name);
			continue;
		}
		// noPortalFog
		else if (!Q_stricmp(token, "noPortalFog"))
		{
			Ren_Warning("WARNING: noPortalFog keyword not supported in shader '%s'\n", shader.name);
			continue;
		}
		// fogLight
		else if (!Q_stricmp(token, "fogLight"))
		{
			Ren_Warning("WARNING: fogLight keyword not supported in shader '%s'\n", shader.name);
			shader.fogLight = qtrue;
			continue;
		}
		// blendLight
		else if (!Q_stricmp(token, "blendLight"))
		{
			Ren_Warning("WARNING: blendLight keyword not supported in shader '%s'\n", shader.name);
			shader.blendLight = qtrue;
			continue;
		}
		// ambientLight
		else if (!Q_stricmp(token, "ambientLight"))
		{
			Ren_Warning("WARNING: ambientLight keyword not supported in shader '%s'\n", shader.name);
			shader.ambientLight = qtrue;
			continue;
		}
		// volumetricLight
		else if (!Q_stricmp(token, "volumetricLight"))
		{
			shader.volumetricLight = qtrue;
			continue;
		}
		// translucent
		else if (!Q_stricmp(token, "translucent"))
		{
			shader.translucent = qtrue;
			continue;
		}
		// forceOpaque
		else if (!Q_stricmp(token, "forceOpaque"))
		{
			shader.forceOpaque = qtrue;
			continue;
		}
		// forceSolid
		else if (!Q_stricmp(token, "forceSolid") || !Q_stricmp(token, "solid"))
		{
			continue;
		}
		else if (!Q_stricmp(token, "deformVertexes") || !Q_stricmp(token, "deform"))
		{
			ParseDeform(text);
			continue;
		}
		else if (!Q_stricmp(token, "tesssize"))
		{
			SkipRestOfLine(text);
			continue;
		}
		// skip noFragment
		if (!Q_stricmp(token, "noFragment"))
		{
			continue;
		}
		// skip stuff that only the xmap needs
		else if (!Q_stricmpn(token, "xmap", 4) || !Q_stricmpn(token, "q3map", 5))
		{
			SkipRestOfLine(text);
			continue;
		}
		// skip stuff that only xmap or the server needs
		else if (!Q_stricmp(token, "surfaceParm"))
		{
			ParseSurfaceParm(text);
			continue;
		}
		// no mip maps
		else if (!Q_stricmp(token, "nomipmap") || !Q_stricmp(token, "nomipmaps"))
		{
			shader.filterType = FT_LINEAR;
			shader.noPicMip   = qtrue;
			continue;
		}
		// no picmip adjustment
		else if (!Q_stricmp(token, "nopicmip"))
		{
			shader.noPicMip = qtrue;
			continue;
		}
		// RF, allow each shader to permit compression if available
		else if (!Q_stricmp(token, "allowcompress"))
		{
			shader.uncompressed = qfalse;
			continue;
		}
		else if (!Q_stricmp(token, "nocompress"))
		{
			shader.uncompressed = qtrue;
			continue;
		}
		// polygonOffset
		else if (!Q_stricmp(token, "polygonOffset"))
		{
			shader.polygonOffset = qtrue;
			continue;
		}
		// parallax mapping
		else if (!Q_stricmp(token, "parallax"))
		{
			shader.parallax = qtrue;
			continue;
		}
		// entityMergable, allowing sprite surfaces from multiple entities
		// to be merged into one batch.  This is a savings for smoke
		// puffs and blood, but can't be used for anything where the
		// shader calcs (not the surface function) reference the entity color or scroll
		else if (!Q_stricmp(token, "entityMergable"))
		{
			shader.entityMergable = qtrue;
			continue;
		}
		// fogParms
		else if (!Q_stricmp(token, "fogParms"))
		{
			if (!ParseVector(text, 3, shader.fogParms.color))
			{
				return qfalse;
			}

			//shader.fogParms.colorInt = ColorBytes4(shader.fogParms.color[0] * tr.identityLight,
			//                                       shader.fogParms.color[1] * tr.identityLight,
			//                                       shader.fogParms.color[2] * tr.identityLight, 1.0);

			token = COM_ParseExt2(text, qfalse);
			if (!token[0])
			{
				Ren_Warning("WARNING: 'fogParms' incomplete - missing opacity value in shader '%s' set to 1\n", shader.name);
				shader.fogParms.depthForOpaque = 1;
			}
			else
			{
				shader.fogParms.depthForOpaque = atof(token);
				shader.fogParms.depthForOpaque = shader.fogParms.depthForOpaque < 1 ? 1 : shader.fogParms.depthForOpaque;
			}
			//shader.fogParms.tcScale = 1.0f / shader.fogParms.depthForOpaque;

			shader.fogVolume = qtrue;
			shader.sort      = SS_FOG;

			// skip any old gradient directions
			SkipRestOfLine(text);
			continue;
		}
		// noFog
		else if (!Q_stricmp(token, "noFog"))
		{
			shader.noFog = qtrue;
			continue;
		}
		// portal
		else if (!Q_stricmp(token, "portal"))
		{
			shader.sort     = SS_PORTAL;
			shader.isPortal = qtrue;

			token = COM_ParseExt2(text, qfalse);
			if (token[0])
			{
				shader.portalRange = atof(token);
			}
			else
			{
				shader.portalRange = 256;
			}
			continue;
		}
		// portal or mirror
		else if (!Q_stricmp(token, "mirror"))
		{
			shader.sort     = SS_PORTAL;
			shader.isPortal = qtrue;
			continue;
		}
		// skyparms <cloudheight> <outerbox> <innerbox>
		else if (!Q_stricmp(token, "skyparms"))
		{
			ParseSkyParms(text);
			continue;
		}
		// This is fixed fog for the skybox/clouds determined solely by the shader
		// it will not change in a level and will not be necessary
		// to force clients to use a sky fog the server says to.
		// skyfogvars <(r,g,b)> <dist>
		else if (!Q_stricmp(token, "skyfogvars"))
		{
			vec3_t fogColor;

			if (!ParseVector(text, 3, fogColor))
			{
				return qfalse;
			}
			token = COM_ParseExt(text, qfalse);

			if (!token[0])
			{
				Ren_Warning("WARNING: missing density value for sky fog\n");
				continue;
			}

			if (atof(token) > 1)
			{
				Ren_Warning("WARNING: last value for skyfogvars is 'density' which needs to be 0.0-1.0\n");
				continue;
			}

			RE_SetFog(FOG_SKY, 0, 5, fogColor[0], fogColor[1], fogColor[2], atof(token));

			continue;
		}
		// ET waterfogvars
		else if (!Q_stricmp(token, "waterfogvars"))
		{
			vec3_t watercolor;
			float  fogvar;

			if (!ParseVector(text, 3, watercolor))
			{
				return qfalse;
			}
			token = COM_ParseExt(text, qfalse);

			if (!token[0])
			{
				Ren_Warning("WARNING: missing density/distance value for water fog\n");
				continue;
			}

			fogvar = atof(token);

			// right now allow one water color per map.  I'm sure this will need
			//          to change at some point, but I'm not sure how to track fog parameters
			//          on a "per-water volume" basis yet.
			if (fogvar == 0)
			{                   // '0' specifies "use the map values for everything except the fog color
				// TODO
			}
			else if (fogvar > 1)
			{                   // distance "linear" fog
				RE_SetFog(FOG_WATER, 0, fogvar, watercolor[0], watercolor[1], watercolor[2], 1.1);
			}
			else
			{                   // density "exp" fog
				RE_SetFog(FOG_WATER, 0, 5, watercolor[0], watercolor[1], watercolor[2], fogvar);
			}
			continue;
		}
		// ET fogvars
		else if (!Q_stricmp(token, "fogvars"))
		{
			vec3_t fogColor;
			float  fogDensity;
			int    fogFar;

			if (!ParseVector(text, 3, fogColor))
			{
				return qfalse;
			}

			token = COM_ParseExt(text, qfalse);
			if (!token[0])
			{
				Ren_Warning("WARNING: missing density value for the fog\n");
				continue;
			}

			// NOTE:   fogFar > 1 means the shader is setting the farclip, < 1 means setting
			//         density (so old maps or maps that just need softening fog don't have to care about farclip)

			fogDensity = atof(token);
			if (fogDensity > 1)
			{                   // linear
				fogFar = fogDensity;
			}
			else
			{
				fogFar = 5;
			}

			RE_SetFog(FOG_MAP, 0, fogFar, fogColor[0], fogColor[1], fogColor[2], fogDensity);
			RE_SetFog(FOG_CMD_SWITCHFOG, FOG_MAP, 50, 0, 0, 0, 0);
			continue;
		}
		// ET sunshader <name>
		else if (!Q_stricmp(token, "sunshader"))
		{
			size_t tokenLen;

			token = COM_ParseExt2(text, qfalse);
			if (!token[0])
			{
				Ren_Warning("WARNING: missing shader name for 'sunshader'\n");
				continue;
			}

			// Don't call tr.sunShader = R_FindShader(token, SHADER_3D_STATIC, qtrue);
			// because it breaks the computation of the current shader
			tokenLen         = strlen(token) + 1;
			tr.sunShaderName = (char *)ri.Hunk_Alloc(sizeof(char) * tokenLen, h_low);
			Q_strncpyz(tr.sunShaderName, token, tokenLen);
		}
		else if (!Q_stricmp(token, "lightgridmulamb"))
		{
			// ambient multiplier for lightgrid
			token = COM_ParseExt2(text, qfalse);
			if (!token[0])
			{
				Ren_Warning("WARNING: missing value for 'lightgrid ambient multiplier'\n");
				continue;
			}
			if (atof(token) > 0)
			{
				tr.lightGridMulAmbient = atof(token);
			}
		}
		else if (!Q_stricmp(token, "lightgridmuldir"))
		{
			// directional multiplier for lightgrid
			token = COM_ParseExt2(text, qfalse);
			if (!token[0])
			{
				Ren_Warning("WARNING: missing value for 'lightgrid directional multiplier'\n");
				continue;
			}
			if (atof(token) > 0)
			{
				tr.lightGridMulDirected = atof(token);
			}
		}
		// light <value> determines flaring in xmap, not needed here
		else if (!Q_stricmp(token, "light"))
		{
			(void) COM_ParseExt2(text, qfalse);
			continue;
		}
		// cull <face>
		else if (!Q_stricmp(token, "cull"))
		{
			token = COM_ParseExt2(text, qfalse);
			if (token[0] == 0)
			{
				Ren_Warning("WARNING: missing cull parms in shader '%s'\n", shader.name);
				continue;
			}

			if (!Q_stricmp(token, "none") || !Q_stricmp(token, "twoSided") || !Q_stricmp(token, "disable"))
			{
				shader.cullType = CT_TWO_SIDED;
			}
			else if (!Q_stricmp(token, "back") || !Q_stricmp(token, "backside") || !Q_stricmp(token, "backsided"))
			{
				shader.cullType = CT_BACK_SIDED;
			}
			else if (!Q_stricmp(token, "front"))
			{
				// CT_FRONT_SIDED is set per default see R_FindShader - nothing to do just don't throw a warning
			}
			else
			{
				Ren_Warning("WARNING: invalid cull parm '%s' in shader '%s'\n", token, shader.name);
			}
			continue;
		}
		// distancecull <opaque distance> <transparent distance> <alpha threshold>
		else if (!Q_stricmp(token, "distancecull"))
		{
			int i;

			for (i = 0; i < 3; i++)
			{
				token = COM_ParseExt(text, qfalse);
				if (token[0] == 0)
				{
					Ren_Warning("WARNING: missing distancecull parms in shader '%s'\n", shader.name);
				}
				else
				{
					shader.distanceCull[i] = atof(token);
				}
			}

			if (shader.distanceCull[1] - shader.distanceCull[0] > 0)
			{
				// distanceCull[ 3 ] is an optimization
				shader.distanceCull[3] = 1.0f / (shader.distanceCull[1] - shader.distanceCull[0]);
			}
			else
			{
				shader.distanceCull[0] = 0;
				shader.distanceCull[1] = 0;
				shader.distanceCull[2] = 0;
				shader.distanceCull[3] = 0;
			}
			continue;
		}
		// twoSided
		else if (!Q_stricmp(token, "twoSided"))
		{
			shader.cullType = CT_TWO_SIDED;
			continue;
		}
		// backSided
		else if (!Q_stricmp(token, "backSided"))
		{
			shader.cullType = CT_BACK_SIDED;
			continue;
		}
		// clamp
		else if (!Q_stricmp(token, "clamp"))
		{
			shader.wrapType = WT_CLAMP;
			continue;
		}
		// edgeClamp
		else if (!Q_stricmp(token, "edgeClamp"))
		{
			shader.wrapType = WT_EDGE_CLAMP;
			continue;
		}
		// zeroClamp
		else if (!Q_stricmp(token, "zeroclamp"))
		{
			shader.wrapType = WT_ZERO_CLAMP;
			continue;
		}
		// alphaZeroClamp
		else if (!Q_stricmp(token, "alphaZeroClamp"))
		{
			shader.wrapType = WT_ALPHA_ZERO_CLAMP;
			continue;
		}
		// sort
		else if (!Q_stricmp(token, "sort"))
		{
			ParseSort(text);
			continue;
		}
		// implicit default mapping to eliminate redundant/incorrect explicit shader stages
		else if (!Q_stricmpn(token, "implicit", 8))
		{
			//Ren_Warning( "WARNING: keyword '%s' not supported in shader '%s'\n", token, shader.name);
			//SkipRestOfLine(text);

			// set implicit mapping state
			if (!Q_stricmp(token, "implicitBlend"))
			{
				implicitStateBits = GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
				implicitCullType  = CT_TWO_SIDED;
			}
			else if (!Q_stricmp(token, "implicitMask"))
			{
				implicitStateBits = GLS_DEPTHMASK_TRUE | GLS_ATEST_GE_128;
				implicitCullType  = CT_TWO_SIDED;
			}
			else                // "implicitMap"
			{
				implicitStateBits = GLS_DEPTHMASK_TRUE;
				implicitCullType  = CT_FRONT_SIDED;
			}

			// get image
			token = COM_ParseExt(text, qfalse);
			if (token[0] != '\0')
			{
				Q_strncpyz(implicitMap, token, sizeof(implicitMap));
			}
			else
			{
				implicitMap[0] = '-';
				implicitMap[1] = '\0';
			}

			continue;
		}
		// spectrum
		else if (!Q_stricmp(token, "spectrum"))
		{
			Ren_Warning("WARNING: spectrum keyword not supported in shader '%s'\n", shader.name);

			token = COM_ParseExt2(text, qfalse);
			if (!token[0])
			{
				Ren_Warning("WARNING: missing parm for 'spectrum' keyword in shader '%s'\n", shader.name);
				continue;
			}
			shader.spectrum      = qtrue;
			shader.spectrumValue = atoi(token);
			continue;
		}
		// diffuseMap <image>
		else if (!Q_stricmp(token, "diffuseMap"))
		{
			ParseDiffuseMap(&stages[s], text);
			s++;
			continue;
		}
		// normalMap <image>
		else if (!Q_stricmp(token, "normalMap") || !Q_stricmp(token, "bumpMap"))
		{
			ParseNormalMap(&stages[s], text);
			s++;
			continue;
		}
		// specularMap <image>
		else if (!Q_stricmp(token, "specularMap"))
		{
			ParseSpecularMap(&stages[s], text);
			s++;
			continue;
		}
		// glowMap <image>
		else if (!Q_stricmp(token, "glowMap"))
		{
			ParseGlowMap(&stages[s], text);
			s++;
			continue;
		}
		// reflectionMap <image>
		else if (!Q_stricmp(token, "reflectionMap"))
		{
			ParseReflectionMap(&stages[s], text);
			s++;
			continue;
		}
		// reflectionMapBlended <image>
		else if (!Q_stricmp(token, "reflectionMapBlended"))
		{
			ParseReflectionMapBlended(&stages[s], text);
			s++;
			continue;
		}
		// lightMap <image>
		else if (!Q_stricmp(token, "lightMap"))
		{
			Ren_Warning("WARNING: obsolete lightMap keyword not supported in shader '%s'\n", shader.name);
			SkipRestOfLine(text);
			continue;
		}
		// lightFalloffImage <image>
		else if (!Q_stricmp(token, "lightFalloffImage"))
		{
			ParseLightFalloffImage(&stages[s], text);
			s++;
			continue;
		}
		// Doom 3 DECAL_MACRO
		else if (!Q_stricmp(token, "DECAL_MACRO"))
		{
			shader.polygonOffset      = qtrue;
			shader.sort               = SS_DECAL;
			SurfaceParm("discrete");
			SurfaceParm("noShadows");
			continue;
		}
		// Prey DECAL_ALPHATEST_MACRO
		else if (!Q_stricmp(token, "DECAL_ALPHATEST_MACRO"))
		{
			// what's different?
			shader.polygonOffset      = qtrue;
			shader.sort               = SS_DECAL;
			SurfaceParm("discrete");
			SurfaceParm("noShadows");
			continue;
		}
		else if (SurfaceParm(token))
		{
			continue;
		}
		else
		{
			Ren_Warning("WARNING: unknown general shader parameter '%s' in '%s'\n", token, shader.name);
			SkipRestOfLine(text);
			continue;
		}
	}

	// ignore shaders that don't have any stages, unless it is a sky or fog
	if (s == 0 && !shader.forceOpaque && !shader.isSky && !(shader.contentFlags & CONTENTS_FOG) && implicitMap[0] == '\0')
	{
		return qfalse;
	}

	return qtrue;
}