-VG_STATIC void render_world_position( world_instance *world, camera *cam );
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-VG_STATIC void render_world( world_instance *world, camera *cam,
- int layer_depth );
-VG_STATIC void render_world_cubemaps( world_instance *world );
+static void render_world_position( world_instance *world, camera *cam );
+static void render_world_depth( world_instance *world, camera *cam );
+static void render_world( world_instance *world, camera *cam,
+ int stenciled, int viewing_from_gate,
+ int with_water, int with_cubemaps );
+static void render_world_cubemaps( world_instance *world );
+static void bind_terrain_noise(void);
+static void render_world_override( world_instance *world,
+ world_instance *lighting_source,
+ m4x3f mmdl,
+ camera *cam,
+ ent_spawn *dest_spawn, v4f map_info );
+
+#define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER ) \
+ world_link_lighting_ub( WORLD, _shader_##SHADER.id ); \
+ world_bind_position_texture( WORLD, _shader_##SHADER.id, \
+ _uniform_##SHADER##_g_world_depth, 2 ); \
+ world_bind_light_array( WORLD, _shader_##SHADER.id, \
+ _uniform_##SHADER##_uLightsArray, 3 ); \
+ world_bind_light_index( WORLD, _shader_##SHADER.id, \
+ _uniform_##SHADER##_uLightsIndex, 4 );