+VG_STATIC
+void world_render_challenges( world_instance *world, struct world_pass *pass,
+ v3f pos, int layer_depth ){
+ if( !world ) return;
+
+ /* sort lists */
+ const f32 radius = 40.0f;
+ bh_iter it;
+ bh_iter_init_range( 0, &it, pos, radius+10.0f );
+ i32 idx;
+
+ u32 challenge_list[ 32 ],
+ unlock_list[ 32 ];
+
+ u32 challenge_count = 0,
+ unlock_count = 0;
+
+ while( bh_next( world->entity_bh, &it, &idx ) ){
+ u32 id = world->entity_list[ idx ],
+ type = mdl_entity_id_type( id ),
+ index = mdl_entity_id_id( id );
+
+ if( type == k_ent_challenge ) {
+ if( challenge_count < vg_list_size(challenge_list) )
+ challenge_list[ challenge_count ++ ] = index;
+ }
+ else if( type == k_ent_unlock ){
+ if( unlock_count < vg_list_size(unlock_list) )
+ unlock_list[ unlock_count ++ ] = index;
+ }
+ }
+
+ /* render challenges */
+ glDisable( GL_CULL_FACE );
+ mesh_bind( &world->mesh_no_collide );
+ u32 last_material = 0;
+ for( u32 i=0; i<challenge_count; i++ ){
+ u32 index = challenge_list[ i ];
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
+ if( challenge->flags & k_ent_challenge_hidden ) continue;
+
+ f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius),
+ scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
+
+ v3_fill( challenge->transform.s, scale );
+
+ 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 );
+ }
+ }
+
+ /* 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_unlock); i++ ){
+ ent_unlock *unlock = mdl_arritm( &world->ent_unlock, i );
+ vg_line_point( unlock->transform.co, 0.2f, VG__GREEN );
+ if( unlock->status ) count ++;
+ }
+
+ int c=0;
+ c+=highscore_intl( buf+c, count, 3 );
+ buf[c++] = '/';
+ c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_unlock), 3 );
+ buf[c++] = '\0';
+
+ f32 w = font3d_string_width( &gui.font, 1, buf );
+ m4x3f mlocal;
+ m3x3_identity( mlocal );
+ mlocal[3][0] = -w*0.5f;
+
+ for( u32 i=0; i<unlock_count; i++ ){
+ u32 index = unlock_list[ i ];
+ ent_unlock *unlock = mdl_arritm( &world->ent_unlock, index );
+ m4x3f mmdl;
+ mdl_transform_m4x3( &unlock->transform, mmdl );
+ m4x3_mul( mmdl, mlocal, mmdl );
+
+ vg_line_point( unlock->transform.co, 0.25f, VG__RED );
+
+ f32 dist = v3_dist( unlock->transform.co, pos ) * (1.0f/radius),
+ scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ),
+ colour = 0.0f;
+
+ if( unlock->status )
+ colour = 1.0f;
+
+ shader_scene_font_uOpacity( scale );
+ shader_scene_font_uColourize( colour );
+
+ struct font3d_render render = {
+ .font = &gui.font,
+ .variant_id = 1,
+ .shader = k_font_shader_world
+ };
+
+ font3d_begin( buf, &skaterift.cam, mmdl, &render );
+ font3d_draw( &render );
+ }
+}
+
+VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
+ int layer_depth ){
+ 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, cam->pos, layer_depth );
+
+ glEnable(GL_CULL_FACE);
+}
+