+ /* render texts */
+ shader_scene_font_use();
+ shader_scene_font_uTexGarbage(0);
+ shader_scene_font_uTexMain(1);
+
+ shader_scene_font_uPv( skaterift.cam.mtx.pv );
+ shader_scene_font_uTime( vg.time );
+
+ /* TODO: Code dupe... */
+ world_link_lighting_ub( world, _shader_scene_font.id );
+ world_bind_position_texture( world, _shader_scene_font.id,
+ _uniform_scene_font_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_font.id,
+ _uniform_scene_font_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_font.id,
+ _uniform_scene_font_uLightsIndex, 4 );
+
+ bind_terrain_noise();
+ shader_scene_font_uCamera( skaterift.cam.transform[3] );
+
+ //shader_scene_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, gui.font.texture );
+
+ mesh_bind( &gui.font.mesh );
+
+ char buf[32];
+ u32 count = 0;
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
+ if( challenge->status ) count ++;
+ }
+
+ int c=0;
+ c+=highscore_intl( buf+c, count, 3 );
+ buf[c++] = '/';
+ c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
+ buf[c++] = '\0';
+
+ f32 w = font3d_string_width( &gui.font, 1, buf );
+ m4x3f mlocal;
+ m3x3_identity( mlocal );
+ mlocal[3][0] = -w*0.5f;
+ mlocal[3][1] = 0.0f;
+ mlocal[3][2] = 0.0f;
+
+ for( u32 i=0; i<challenge_count; i++ ){
+ u32 index = challenge_list[ i ];
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
+ m4x3f mmdl;
+ mdl_transform_m4x3( &challenge->transform, mmdl );
+ m4x3_mul( mmdl, mlocal, mmdl );
+
+ vg_line_point( challenge->transform.co, 0.25f, VG__RED );
+
+ f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius),
+ scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ),
+ colour = 0.0f;
+
+ if( challenge->status )
+ colour = 1.0f;
+
+ shader_scene_font_uOpacity( scale );
+ shader_scene_font_uColourize( colour );