- world_link_lighting_ub( world, _shader_scene_water.id );
- world_bind_position_texture( world, _shader_scene_water.id,
- _uniform_scene_water_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_water.id,
- _uniform_scene_water_uLightsArray, 4 );
- world_bind_light_index( world, _shader_scene_water.id,
- _uniform_scene_water_uLightsIndex, 5 );