vg_camera *cam )
{
uTexSceneDepth( 5 );
- vg_framebuffer_bind_texture( gpipeline.fb_main, 2, 5 );
+ vg_framebuffer_bind_texture( g_render.fb_main, 2, 5 );
v3f inverse;
- vg_framebuffer_inverse_ratio( gpipeline.fb_main, inverse );
- inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
+ vg_framebuffer_inverse_ratio( g_render.fb_main, inverse );
+ inverse[2] = g_render.cam.farz-g_render.cam.nearz;
uInverseRatioDepth( inverse );
vg_framebuffer_inverse_ratio( NULL, inverse );