+ world_routes_clear( world );
+}
+
+/*
+ * -----------------------------------------------------------------------------
+ * Events
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC void world_routes_init(void)
+{
+ world_global.current_run_version = 200;
+ world_global.time = RESET_MAX_TIME*2.0;
+ world_global.last_use = 0.0;
+
+ shader_scene_route_register();
+ shader_routeui_register();
+}
+
+VG_STATIC void world_routes_update( world_instance *world )
+{
+ world_global.time += vg.time_delta;
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+
+ int target = route->active_checkpoint == 0xffffffff? 0: 1;
+ route->factive = vg_lerpf( route->factive, target, 0.6f*vg.time_delta );
+ }
+}
+
+VG_STATIC void bind_terrain_noise(void);
+VG_STATIC void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+VG_STATIC void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+
+VG_STATIC void render_world_routes( world_instance *world, camera *cam,
+ int layer_depth )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ 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 );
+ world_bind_light_index( world, _shader_scene_route.id,
+ _uniform_scene_route_uLightsIndex, 4 );
+ 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( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+
+ v4f colour;
+ v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour );
+ colour[3] = route->factive*0.2f;
+
+ shader_scene_route_uColour( colour );
+ mdl_draw_submesh( &route->sm );
+ }
+
+ shader_model_gate_use();
+ shader_model_gate_uPv( cam->mtx.pv );
+ shader_model_gate_uCam( cam->pos );
+ shader_model_gate_uTime( vg.time*0.25f );
+ shader_model_gate_uInvRes( (v2f){
+ 1.0f / (float)vg.window_x,
+ 1.0f / (float)vg.window_y });
+
+ mesh_bind( &world_global.mesh_gate );
+
+ /* skip writing into the motion vectors for this */
+ glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+
+ if( route->active_checkpoint != 0xffffffff ){
+ v4f colour;
+ float brightness = 0.3f + world->ub_lighting.g_day_phase;
+ v3_muls( route->colour, brightness, colour );
+ colour[3] = 1.0f-route->factive;
+
+ shader_model_gate_uColour( colour );
+
+ u32 next = route->active_checkpoint+1+layer_depth;
+ next = next % route->checkpoints_count;
+ next += route->checkpoints_start;
+
+ ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, next );
+ ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
+ shader_model_gate_uMdl( gate->to_world );
+
+ for( u32 j=0; j<4; j++ ){
+ if( gate->routes[j] == i ){
+ mdl_draw_submesh( &world_global.sm_gate_marker[j] );
+ break;
+ }
+ }
+ }