void loadtqaashaders() { tqaatype = tqaamovemask ? AA_MASKED : AA_UNUSED; loadhdrshaders(tqaatype); useshaderbyname("tqaaresolve"); }
void loadcaustics(bool force) { static bool needcaustics = false; if(force) needcaustics = true; if(!caustics || !needcaustics) return; useshaderbyname("caustics"); if(caustictex[0]) return; loopi(NUMCAUSTICS) { defformatstring(name, "<grey><noswizzle>media/texture/mat_water/caustic/caust%.2d.png", i); caustictex[i] = textureload(name); } }