//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// Define local cl_dll hooks to the renderable textures in material system
//
//=============================================================================//

#ifndef RENDERTARGETS_H
#define RENDERTARGETS_H

ITexture *GetPowerOfTwoFrameBufferTexture( void );
ITexture *GetFullFrameFrameBufferTexture( int textureIndex );
ITexture *GetWaterReflectionTexture( void );
ITexture *GetWaterRefractionTexture( void );
ITexture *GetFullscreenTexture( void );
ITexture *GetCameraTexture( void );
ITexture *GetFullFrameDepthTexture( void );

// SmallBufferHDRx=r16g16b16a16 quarter-sized texture
ITexture *GetSmallBufferHDR0( void );
ITexture *GetSmallBufferHDR1( void );

ITexture *GetSmallBuffer0( void );							// quarter-sized texture, same fmt as screen
ITexture *GetSmallBuffer1( void );							// quarter-sized texture, same fmt as screen

#define MAX_TEENY_TEXTURES 3

ITexture *GetTeenyTexture(int which);						// tiny 32x32 texture, always 8888

void ReleaseRenderTargets( void );

#endif // RENDERTARGETS_H