- int depth = 1;
- if( localplayer.gate_waiting ) depth = 0;
- render_world_gates( view_world, &skaterift.cam, depth );
+ t = vg_smoothstepf( t );
+
+ glEnable( GL_STENCIL_TEST );
+ glDisable( GL_DEPTH_TEST );
+ glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
+ glStencilFunc( GL_ALWAYS, 1, 0xFF );
+ glStencilMask( 0xFF );
+
+ shader_blit_transition_use();
+ shader_blit_transition_uInverseRatio( (v2f){1.0f,1.0f} );
+ shader_blit_transition_uT( -(sqrtf(2)+0.5f) * t );
+
+ render_fsquad();
+ render_world( holdout_world, &global_miniworld.cam, 1, 0, 1, 1 );
+ }