- /* Draw surface */
- shader_water_use();
-
- fb_bindtex( &world.water.fbreflect, 0 );
- shader_water_uTexMain( 0 );
+ if( vg.quality_profile == k_quality_profile_high )
+ {
+ /* Draw surface */
+ shader_water_use();
+
+ render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
+ shader_water_uTexMain( 0 );
+
+ 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 });
+
+ shader_link_standard_ub( _shader_water.id, 2 );
+
+ render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
+ shader_water_uTexBack( 3 );
+ shader_water_uTime( world.time );
+ shader_water_uCamera( cam->transform[3] );
+ shader_water_uSurfaceY( world.water.height );
+
+ shader_water_uPv( cam->mtx.pv );
+ shader_water_uPvmPrev( cam->mtx_prev.pv );