cam, text->transform );
}
- shader_model_font_uOffset( (v3f){0.0f,0.0f,0.0f} );
+ shader_model_font_uOffset( (v4f){0.0f,0.0f,0.0f,1.0f} );
for( u32 i=0; i<world_global.text_particle_count; i++ ){
struct text_particle *particle = &world_global.text_particles[i];