0.1f, 900.0f );
plane_clip_projection( projection, clippa );
m4x4_mul( projection, view, projection );
0.1f, 900.0f );
plane_clip_projection( projection, clippa );
m4x4_mul( projection, view, projection );
0.1f, 900.0f );
plane_clip_projection( projection, clippb );
m4x4_mul( projection, view, projection );
render_world_depth( projection, camera );
0.1f, 900.0f );
plane_clip_projection( projection, clippb );
m4x4_mul( projection, view, projection );
render_world_depth( projection, camera );
- glViewport( 0, 0, vg_window_x, vg_window_y );
+ glViewport( 0, 0, vg.window_x, vg.window_y );
vg_tex2d_bind( &tex_water_surf, 1 );
shader_water_uTexDudv( 1 );
shader_water_uInvRes( (v2f){
vg_tex2d_bind( &tex_water_surf, 1 );
shader_water_uTexDudv( 1 );
shader_water_uInvRes( (v2f){
- 1.0f / (float)vg_window_x,
- 1.0f / (float)vg_window_y });
+ 1.0f / (float)vg.window_x,
+ 1.0f / (float)vg.window_y });
shader_link_standard_ub( _shader_water.id, 2 );
fb_bindtex( &wrender.fbdepth, 3 );
shader_water_uTexBack( 3 );
shader_link_standard_ub( _shader_water.id, 2 );
fb_bindtex( &wrender.fbdepth, 3 );
shader_water_uTexBack( 3 );