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_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 );