#include "shaders/scene_standard.h"
#include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_override.h"
#include "shaders/scene_cubemapped.h"
#include "shaders/scene_vertex_blend.h"
#include "shaders/scene_terrain.h"
u32 text_particle_count;
}
static world_render;
-VG_STATIC void world_render_init(void);
+static void world_render_init(void);
-VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader );
-VG_STATIC void world_bind_position_texture( world_instance *world,
+static void world_link_lighting_ub( world_instance *world, GLuint shader );
+static void world_bind_position_texture( world_instance *world,
GLuint shader, GLuint location,
int slot );
-VG_STATIC void world_bind_light_array( world_instance *world,
+static void world_bind_light_array( world_instance *world,
GLuint shader, GLuint location,
int slot );
-VG_STATIC void world_bind_light_index( world_instance *world,
+static void world_bind_light_index( world_instance *world,
GLuint shader, GLuint location,
int slot );
-VG_STATIC void render_world_position( world_instance *world, camera *cam );
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-VG_STATIC void render_world( world_instance *world, camera *cam,
+static void render_world_position( world_instance *world, camera *cam );
+static void render_world_depth( world_instance *world, camera *cam );
+static void render_world( world_instance *world, camera *cam,
int layer_depth );
-VG_STATIC void render_world_cubemaps( world_instance *world );
+static void render_world_cubemaps( world_instance *world );
#endif /* WORLD_RENDER_H */