glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, font->texture );
- if( shader == k_font_shader_default ){
+ if( shader == k_font_shader_default )
+ {
shader_model_font_use();
shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
shader_model_font_uTexMain( 1 );
+ shader_model_font_uDepthMode( depth_compare );
- shader_model_font_uDepthCompare( depth_compare );
if( depth_compare ){
depth_compare_bind(
shader_model_font_uTexSceneDepth,
shader_model_font_uPv( cam->mtx.pv );
}
- else if( shader == k_font_shader_world ){
+ else if( shader == k_font_shader_world )
+ {
shader_scene_font_use();
shader_scene_font_uTexGarbage(0);
shader_scene_font_uTexMain(1);