- shader_route_use();
- shader_route_uTexGarbage(0);
- shader_link_standard_ub( _shader_route.id, 2 );
- bind_terrain_textures();
-
- shader_route_uPv( projection );
- shader_route_uMdl( identity_matrix );
- shader_route_uCamera( camera );
-
- mesh_bind( &world.mesh_route_lines );
-
- for( int i=0; i<world.route_count; i++ )
+ shader_scene_route_use();
+ shader_scene_route_uTexGarbage(0);
+ world_link_lighting_ub( world, _shader_scene_route.id );
+ world_bind_position_texture( world, _shader_scene_route.id,
+ _uniform_scene_route_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_route.id,
+ _uniform_scene_route_uLightsArray, 3 );
+ bind_terrain_noise();
+
+ shader_scene_route_uPv( cam->mtx.pv );
+ shader_scene_route_uPvmPrev( cam->mtx_prev.pv );
+ shader_scene_route_uMdl( identity_matrix );
+ shader_scene_route_uCamera( cam->transform[3] );
+ shader_scene_route_uBoard0( TEMP_BOARD_0 );
+ shader_scene_route_uBoard1( TEMP_BOARD_1 );
+
+ mesh_bind( &world->mesh_route_lines );
+
+ for( int i=0; i<world->route_count; i++ )