+ vg_info( "[render] Allocate uniform buffer\n" );
+
+ glGenBuffers( 1, &gpipeline.ubo_world_lighting );
+ glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
+ glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
+ NULL, GL_DYNAMIC_DRAW );
+
+ render_update_lighting_ub();
+ glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting );
+
+ VG_CHECK_GL_ERR();
+}
+
+static void render_init(void)
+{
+ shader_blit_register();
+ shader_standard_register();
+ shader_vblend_register();
+ shader_unlit_register();
+
+ vg_acquire_thread_sync();
+ {
+ render_init_temp_buffer();
+ render_init_depthmap_buffer();
+ render_init_fs_quad();
+ render_init_uniform_buffers();
+
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ gpipeline.ready = 1;
+ }
+
+ vg_release_thread_sync();
+}
+
+static void render_free(void *_)
+{
+ glDeleteBuffers( 1, &gpipeline.ubo_world_lighting );
+
+ glDeleteVertexArrays( 1, &gpipeline.fsquad.vao );
+ glDeleteBuffers( 1, &gpipeline.fsquad.vbo );
+
+ glDeleteFramebuffers( 1, &gpipeline.fb_depthmap );
+ glDeleteTextures( 1, &gpipeline.rgb_depthmap );
+
+ glDeleteFramebuffers( 1, &gpipeline.fb_background );
+ glDeleteTextures( 1, &gpipeline.rgb_background );