- struct subworld_sfd *sfd = subworld_sfd();
- scene_bind( &sfd->mesh );
-
- shader_scoretext_use();
- shader_scoretext_uTexGarbage(0);
- shader_scoretext_uTexGradients(1);
- shader_link_standard_ub( _shader_scoretext.id, 2 );
- bind_terrain_textures();
- vg_tex2d_bind( &tex_scoretext, 1 );
-
- shader_scoretext_uPv( projection );
- shader_scoretext_uMdl( transform );
- shader_scoretext_uCamera( camera );
-
- for( int y=0;y<display->h; y++ )
- {
- for( int x=0; x<display->w; x++ )
- {
- float value = display->buffer[display->h*display->w+y*display->w+x];
- shader_scoretext_uInfo( (v3f){ x,y, value } );
- scene_draw( &sfd->mesh );
+ mesh_bind( &world_global.sfd.mesh_display );
+ shader_scene_scoretext_use();
+ shader_scene_scoretext_uTexMain(1);
+
+ world_link_lighting_ub( world, _shader_scene_scoretext.id );
+ world_bind_position_texture( world, _shader_scene_scoretext.id,
+ _uniform_scene_scoretext_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_scoretext.id,
+ _uniform_scene_scoretext_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_scoretext.id,
+ _uniform_scene_scoretext_uLightsIndex, 4 );
+
+ bind_terrain_noise();
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, tex_scoretex );
+
+ m4x4f pvm_prev;
+ m4x3_expand( transform, pvm_prev );
+ m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
+
+ shader_scene_scoretext_uPv( cam->mtx.pv );
+ shader_scene_scoretext_uPvmPrev( pvm_prev );
+ shader_scene_scoretext_uMdl( transform );
+ shader_scene_scoretext_uCamera( cam->transform[3] );
+
+ for( int y=0;y<world_global.sfd.h; y++ ){
+ for( int x=0; x<world_global.sfd.w; x++ ){
+ float value = world_global.sfd.buffer[(y*world_global.sfd.w+x)*2+1];
+ shader_scene_scoretext_uInfo( (v3f){ x,y, value } );
+ mesh_draw( &world_global.sfd.mesh_display );