+static void render_playermodel( camera *cam, world_instance *world,
+ int depth_compare,
+ struct player_model *model,
+ struct skeleton *skeleton ){
+ if( !model ) return;
+
+ shader_model_character_view_use();
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
+ shader_model_character_view_uTexMain( 0 );
+ shader_model_character_view_uCamera( cam->transform[3] );
+ shader_model_character_view_uPv( cam->mtx.pv );
+
+ if( depth_compare ){
+ shader_model_character_view_uTexSceneDepth( 1 );
+ render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
+ v3f inverse;
+ render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+ inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
+
+ shader_model_character_view_uInverseRatioDepth( inverse );
+ render_fb_inverse_ratio( NULL, inverse );
+ inverse[2] = cam->farz-cam->nearz;
+ shader_model_character_view_uInverseRatioMain( inverse );
+ }
+ shader_model_character_view_uDepthCompare( depth_compare );
+
+ 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,
+ skeleton->bone_count,
+ 0,
+ (float *)skeleton->final_mtx );
+
+ mesh_bind( &model->mdl.mesh );
+ mesh_draw( &model->mdl.mesh );
+}
+
+static void player__render( camera *cam ){
+ world_instance *world = world_current_instance();
+ SDL_AtomicLock( &addon_system.sl_cache_using_resources );
+
+ struct player_model *model =
+ addon_cache_item_if_loaded( k_addon_type_player,
+ localplayer.playermodel_view_slot );
+
+ if( !model ) model = &localplayer.fallback_model;
+ render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk );
+
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ localplayer.board_view_slot );
+
+ render_board( cam, world, board, localplayer.playeravatar->sk.final_mtx[
+ localplayer.playeravatar->id_board],
+ &localplayer.pose.board,
+ k_board_shader_player );
+
+ SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
+}
+