+VG_STATIC
+void world_render_challenges( world_instance *world, struct world_pass *pass ){
+ if( !world ) return;
+
+ glDisable( GL_CULL_FACE );
+ mesh_bind( &world->mesh_no_collide );
+
+ u32 last_material = 0;
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+ ent_challenge *challenge = mdl_arritm(&world->ent_challenge,i);
+
+ m4x3f mmdl;
+ mdl_transform_m4x3( &challenge->transform, mmdl );
+ shader_scene_fxglow_uMdl( mmdl );
+
+ for( u32 j=0; j<challenge->submesh_count; j++ ){
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
+ challenge->submesh_start + j );
+
+ if( sm->material_id != last_material ){
+ last_material = sm->material_id;
+
+ pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
+ }
+
+ mdl_draw_submesh( sm );
+ }
+ }
+}
+
+VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
+ //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+
+ shader_scene_fxglow_use();
+ shader_scene_fxglow_uTexMain(1);
+ shader_scene_fxglow_uPv( cam->mtx.pv );
+
+ world_link_lighting_ub( world, _shader_scene_fxglow.id );
+ world_bind_position_texture( world, _shader_scene_fxglow.id,
+ _uniform_scene_fxglow_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_fxglow.id,
+ _uniform_scene_fxglow_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_fxglow.id,
+ _uniform_scene_fxglow_uLightsIndex, 4 );
+
+ shader_scene_fxglow_uCamera( cam->transform[3] );
+ glDisable(GL_CULL_FACE);
+
+ struct world_pass pass = {
+ .shader = k_shader_fxglow,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_fxglow_uMdl,
+ .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
+ world_render_challenges( world, &pass );
+
+ glEnable(GL_CULL_FACE);
+ //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
+}
+