-VG_STATIC void render_scene_gate_subview(void){
- render_fb_bind( gpipeline.fb_main, 1 );
- world_instance *view_world = localplayer.viewable_world;
- if( !view_world ) return; /* ??? */
+ if( global_miniworld.transition == 1 ){
+ holdout_world = &world_static.instances[ k_world_purpose_hub ];
+ t = global_miniworld.t;
+ }
+ else if( global_miniworld.transition == -1 ){
+ holdout_world = &world_static.instances[ k_world_purpose_client ];
+ t = 1.0f-global_miniworld.t;
+ }
+ else {
+ }
+
+ if( holdout_world ){
+ if( holdout_world->status != k_world_status_loaded )
+ return;
+
+ 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 );