+
+ glActiveTexture( GL_TEXTURE2 );
+ glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
+ shader_terrain_uTexDepth( 2 );
+ shader_terrain_uDepthBounds( (v4f){
+ wrender.depthbounds[0][0],
+ wrender.depthbounds[0][2],
+ 1.0f/ (wrender.depthbounds[1][0]-wrender.depthbounds[0][0]),
+ 1.0f/ (wrender.depthbounds[1][2]-wrender.depthbounds[0][2])} );