2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
11 #include "shaders/scene_standard.h"
12 #include "shaders/scene_standard_alphatest.h"
13 #include "shaders/scene_vertex_blend.h"
14 #include "shaders/scene_terrain.h"
15 #include "shaders/scene_fxglow.h"
16 #include "shaders/scene_depth.h"
17 #include "shaders/scene_position.h"
18 #include "shaders/model_sky.h"
20 static const float k_world_light_cube_size
= 8.0f
;
23 GLuint tex_terrain_noise
;
28 double sky_time
, sky_rate
, sky_target_rate
;
32 struct framebuffer fbreflect
, fbdepth
;
55 u32 text_particle_count
;
58 VG_STATIC
void world_render_init(void);
60 VG_STATIC
void world_link_lighting_ub( world_instance
*world
, GLuint shader
);
61 VG_STATIC
void world_bind_position_texture( world_instance
*world
,
62 GLuint shader
, GLuint location
,
64 VG_STATIC
void world_bind_light_array( world_instance
*world
,
65 GLuint shader
, GLuint location
,
67 VG_STATIC
void world_bind_light_index( world_instance
*world
,
68 GLuint shader
, GLuint location
,
70 VG_STATIC
void render_world_position( world_instance
*world
, camera
*cam
);
71 VG_STATIC
void render_world_depth( world_instance
*world
, camera
*cam
);
72 VG_STATIC
void render_world( world_instance
*world
, camera
*cam
,
75 #endif /* WORLD_RENDER_H */