+void render_gate_unlinked( world_instance *world,
+ ent_gate *gate, vg_camera *cam )
+{
+ m4x3f mmdl; m4x4f m4mdl;
+ ent_gate_get_mdl_mtx( gate, mmdl );
+ m4x3_expand( mmdl, m4mdl );
+ m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
+
+ shader_model_gate_unlinked_use();
+ shader_model_gate_unlinked_uPv( cam->mtx.pv );
+ shader_model_gate_unlinked_uPvmPrev( m4mdl );
+ shader_model_gate_unlinked_uCam( cam->pos );
+ shader_model_gate_unlinked_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} );
+ shader_model_gate_unlinked_uTime( vg.time*0.25f );
+ shader_model_gate_unlinked_uMdl( mmdl );
+
+ vg_line_point( gate->co[0], 0.1f, 0xffffff00 );
+
+ render_gate_mesh( world, gate );
+}
+