-float scene_tree_sway = 0.1f;
-
-#if 0
-static void scene_foliage_shader_use(void)
-{
- SHADER_USE( shader_debug_vcol );
-
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
-
- glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uMode" ), debugview );
- glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uTexMain" ), 0 );
-
- glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uTexGradients" ), 1 );
- vg_tex2d_bind( &tex_gradients, 1 );
-
- glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uTexNoise" ), 2 );
- glActiveTexture( GL_TEXTURE2 );
- glBindTexture( GL_TEXTURE_2D, tex_dual_noise );
-
- glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uTime" ), vg_time );
- glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uSwayAmt" ),
- scene_tree_sway );
-}
-#endif
-
-static void scene_bind( scene *pscene )
-{
- mesh_bind( &pscene->mesh );
-}
-
-static void scene_draw( scene *pscene )
-{
- mesh_drawn( 0, pscene->indice_count );
-}
-
-static void scene_debugsdf( scene *pscene )
-{
- for( int i=0; i<pscene->shadower_count; i++ )
- {
- struct shadower *shadower = &pscene->shadowers[i];
-
- v3f base, side;
- v3_copy( shadower->sdf.origin, base );
- base[1] -= shadower->sdf.info[1];
- v3_copy( base, side );
- side[0] += shadower->sdf.info[0];
-
- vg_line2( shadower->sdf.origin, base, 0xff00ff00, 0xff0000ff );
- vg_line2( side, base, 0xff00ff00, 0xff0000ff );
- vg_line( side, shadower->sdf.origin, 0xff00ff00 );
- }
-
- v3f p0 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[0][2] },
- p1 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[0][2] },
- p2 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[0][2] },
- p3 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[0][2] },
-
- p4 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[1][2] },
- p5 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[1][2] },
- p6 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[1][2] },
- p7 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[1][2] };
-
- u32 col = 0xffff00c8;
- vg_line( p0, p1, col );
- vg_line( p1, p2, col );
- vg_line( p2, p3, col );
- vg_line( p3, p0, col );
-
- vg_line( p4, p5, col );
- vg_line( p5, p6, col );
- vg_line( p6, p7, col );
- vg_line( p7, p4, col );
-
- vg_line( p0, p4, col );
- vg_line( p1, p5, col );
- vg_line( p2, p6, col );
- vg_line( p3, p7, col );
-}
-
-static void scene_register(void)
-{
-}
-
-
-/* Physics segment */