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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef MACRO_TEXTURE_H
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#define MACRO_TEXTURE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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// The macro texture looks for a TGA file with the same name as the BSP file and in
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// the same directory. If it finds one, it maps this texture onto the world dimensions
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// (in the worldspawn entity) and masks all lightmaps with it.
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void InitMacroTexture( const char *pBSPFilename );
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void ApplyMacroTextures( int iFace, const Vector &vWorldPos, Vector &outLuxel );
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#endif // MACRO_TEXTURE_H
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