- world_link_lighting_ub( world, _shader_model_board_view.id );
- world_bind_position_texture( world, _shader_model_board_view.id,
- _uniform_model_board_view_g_world_depth, 2 );
- world_bind_light_array( world, _shader_model_board_view.id,
- _uniform_model_board_view_uLightsArray, 3 );
- world_bind_light_index( world, _shader_model_board_view.id,
- _uniform_model_board_view_uLightsIndex, 4 );
-
- m4x3f root;
- m4x3_copy( player->playeravatar->sk.final_mtx[player->playeravatar->id_board]
- , root );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, board->texture );
+
+ if( shader == k_board_shader_player ){
+ shader_model_board_view_use();
+ shader_model_board_view_uTexMain( 0 );
+ shader_model_board_view_uCamera( cam->transform[3] );
+ shader_model_board_view_uPv( cam->mtx.pv );
+ shader_model_board_view_uTexSceneDepth( 1 );
+
+ render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+ inverse[2] = main_camera.farz-main_camera.nearz;
+
+ shader_model_board_view_uInverseRatioDepth( inverse );
+ render_fb_inverse_ratio( NULL, inverse );
+ inverse[2] = cam->farz-cam->nearz;
+ shader_model_board_view_uInverseRatioMain( inverse );
+
+ world_link_lighting_ub( world, _shader_model_board_view.id );
+ world_bind_position_texture( world, _shader_model_board_view.id,
+ _uniform_model_board_view_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_model_board_view.id,
+ _uniform_model_board_view_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_model_board_view.id,
+ _uniform_model_board_view_uLightsIndex, 4 );
+ }
+ else if( shader == k_board_shader_entity ){
+ shader_model_entity_use();
+ shader_model_entity_uTexMain( 0 );
+ shader_model_entity_uCamera( cam->transform[3] );
+ shader_model_entity_uPv( cam->mtx.pv );
+
+ world_link_lighting_ub( world, _shader_model_entity.id );
+ world_bind_position_texture( world, _shader_model_entity.id,
+ _uniform_model_entity_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_model_entity.id,
+ _uniform_model_entity_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_model_entity.id,
+ _uniform_model_entity_uLightsIndex, 4 );
+ }