-
-VG_STATIC void render_water_texture( world_instance *world, camera *cam,
- int layer_depth );
-VG_STATIC void render_water_surface( world_instance *world, camera *cam );
-VG_STATIC void render_world( world_instance *world, camera *cam,
- int layer_depth );
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-
float quad[] = {
0.00f,0.00f, 1.00f,1.00f, 0.00f,1.00f, /* fsquad */
0.00f,0.00f, 1.00f,0.00f, 1.00f,1.00f,
float quad[] = {
0.00f,0.00f, 1.00f,1.00f, 0.00f,1.00f, /* fsquad */
0.00f,0.00f, 1.00f,0.00f, 1.00f,1.00f,
- 0.00f,0.00f, 1.00f,0x1p-4f,0.00f,0x1p-4f, /* fsquad1 */
- 0.00f,0.00f, 1.00f,0.00f, 1.00f,0x1p-4f,
+ 0.00f,0.00f, 1.00f,rh, 0.00f,rh, /* fsquad1 */
+ 0.00f,0.00f, 1.00f,0.00f, 1.00f,rh,
0.30f,0.60f, 0.60f,0.60f, 0.60f,0.90f,
0.60f,0.60f, 0.90f,0.90f, 0.60f,0.90f,
0.60f,0.60f, 0.90f,0.60f, 0.90f,0.90f,
0.30f,0.60f, 0.60f,0.60f, 0.60f,0.90f,
0.60f,0.60f, 0.90f,0.90f, 0.60f,0.90f,
0.60f,0.60f, 0.90f,0.60f, 0.90f,0.90f,
+
+ 0.00f,ih, 1.00f,ih+rh, 0.00f,ih+rh, /* fsquad2 */
+ 0.00f,ih, 1.00f,ih, 1.00f,ih+rh,