/*
* Does not write motion vectors
*/
-static void render_water_texture( world_instance *world, camera *cam,
- int layer_depth ){
+static void render_water_texture( world_instance *world, camera *cam ){
if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
return;
glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );
glCullFace( GL_FRONT );
- render_world( world, &water_cam, layer_depth );
+ render_world( world, &water_cam, 0, 1, 0, 1 );
glCullFace( GL_BACK );
/*