world_instance *lighting_source,
m4x3f mmdl,
camera *cam,
- ent_spawn *dest_spawn, f32 iso_amt ){
+ ent_spawn *dest_spawn, v4f map_info ){
struct world_pass pass = {
.cam = cam,
.fn_bind_textures = bindpoint_override,
shader_scene_override_uTexGarbage(0);
shader_scene_override_uTexMain(1);
shader_scene_override_uPv( pass.cam->mtx.pv );
- shader_scene_override_uIsoAmt( iso_amt );
+ shader_scene_override_uMapInfo( map_info );
WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override );
bind_terrain_noise();