- shader_viewchar_uTexMain( 0 );
- shader_viewchar_uCamera( cam->transform[3] );
- shader_viewchar_uPv( cam->mtx.pv );
- shader_link_standard_ub( _shader_viewchar.id, 2 );
- glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
+ shader_model_character_view_uTexMain( 0 );
+ shader_model_character_view_uCamera( cam->transform[3] );
+ shader_model_character_view_uPv( cam->mtx.pv );
+
+ world_instance *world = get_active_world();
+ world_link_lighting_ub( world, _shader_model_character_view.id );
+ world_bind_position_texture( world, _shader_model_character_view.id,
+ _uniform_model_character_view_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_model_character_view.id,
+ _uniform_model_character_view_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_model_character_view.id,
+ _uniform_model_character_view_uLightsIndex, 4 );
+
+ glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,