+ vg_tex2d_bind( &tex_water_surf, 1 );
+ shader_water_fast_uTexDudv( 1 );
+ shader_water_fast_uTime( world.time );
+ shader_water_fast_uCamera( camera[3] );
+ shader_water_fast_uSurfaceY( world.water.height );
+ shader_link_standard_ub( _shader_water_fast.id, 2 );
+
+ m4x3f full;
+ m4x3_identity( full );
+ shader_water_fast_uMdl( full );
+ shader_water_fast_uPv( pv );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ mesh_bind( &world.mesh_no_collide );
+
+ for( int i=0; i<world.material_count; i++ )