- {
- shader_model_gate_use();
- shader_model_gate_uPv( cam->mtx.pv );
- shader_model_gate_uCam( cam->pos );
- shader_model_gate_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} );
- shader_model_gate_uTime( vg.time*0.25f );
- shader_model_gate_uInvRes( (v2f){
- 1.0f / (float)vg.window_x,
- 1.0f / (float)vg.window_y });
-
- glEnable( GL_STENCIL_TEST );
- glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
- glStencilFunc( GL_ALWAYS, 1, 0xFF );
- glStencilMask( 0xFF );
- glDisable( GL_CULL_FACE );
-
- m4x3f mmdl;
- m4x3_copy( gate->to_world, mmdl );
-
- if( gate->flags & k_ent_gate_custom_mesh ){
- shader_model_gate_uMdl( mmdl );
- mesh_bind( &world->mesh_no_collide );
- for( u32 i=0; i<gate->submesh_count; i++ ){
- mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
- gate->submesh_start+i );
- mdl_draw_submesh( sm );
- }
- }
- else {
- m3x3_scale( mmdl, (v3f){ gate->dimensions[0],
- gate->dimensions[1], 1.0f } );
- shader_model_gate_uMdl( mmdl );
- mesh_bind( &world_gates.mesh );
- mdl_draw_submesh( &world_gates.sm_surface );
- }
-
- glClear( GL_DEPTH_BUFFER_BIT );
- glStencilFunc( GL_EQUAL, 1, 0xFF );
- glStencilMask( 0x00 );
- glEnable( GL_CULL_FACE );
- }
-
- render_world( world_inside, &world_gates.cam, layer_depth );
-
- {
- glDisable( GL_STENCIL_TEST );
-
- render_water_texture( world_inside, &world_gates.cam, layer_depth );
- render_fb_bind( gpipeline.fb_main, 1 );
-
- glEnable( GL_STENCIL_TEST );