- else if( vg.quality_profile == k_quality_profile_low )
- {
- shader_water_fast_use();
-
- vg_tex2d_bind( &tex_water_surf, 1 );
- shader_water_fast_uTexDudv( 1 );
- shader_water_fast_uTime( world.time );
- shader_water_fast_uCamera( cam->transform[3] );
- shader_water_fast_uSurfaceY( world.water.height );
- shader_link_standard_ub( _shader_water_fast.id, 2 );
+ else if( vg.quality_profile == k_quality_profile_low ){
+ shader_scene_water_fast_use();
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, tex_water_surf );
+ shader_scene_water_fast_uTexDudv( 1 );
+
+ shader_scene_water_fast_uTime( world_global.time );
+ shader_scene_water_fast_uCamera( cam->transform[3] );
+ shader_scene_water_fast_uSurfaceY( world->water.height );
+ world_link_lighting_ub( world, _shader_scene_water_fast.id );
+ world_bind_position_texture( world, _shader_scene_water_fast.id,
+ _uniform_scene_water_fast_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_water_fast.id,
+ _uniform_scene_water_fast_uLightsArray, 4 );