- render_fb_bind_texture( &world->heightmap, 0, texture_id );
- glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
+VG_STATIC void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot )
+{
+ glActiveTexture( GL_TEXTURE0 + slot );
+ glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
+ glUniform1i( location, slot );
+}
+
+VG_STATIC void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot )
+{
+ glActiveTexture( GL_TEXTURE0 + slot );
+ glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
+ glUniform1i( location, slot );