world_instance *lighting_source,
m4x3f mmdl,
camera *cam,
- ent_spawn *dest_spawn, f32 iso_amt );
+ ent_spawn *dest_spawn, v4f map_info );
#define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER ) \
world_link_lighting_ub( WORLD, _shader_##SHADER.id ); \