- glActiveTexture( GL_TEXTURE2 );
- glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
- shader_water_uTexDepth( 2 );
- shader_water_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])} );