_uniform_scene_water_g_world_depth, 2 );
world_bind_light_array( world, _shader_scene_water.id,
_uniform_scene_water_uLightsArray, 4 );
_uniform_scene_water_g_world_depth, 2 );
world_bind_light_array( world, _shader_scene_water.id,
_uniform_scene_water_uLightsArray, 4 );