move location of main camera to g_render
[carveJwlIkooP6JGAAIwe30JlM.git] / depth_compare.h
index 592381bd3ad29c7f7c189487571f56f90744ea8f..1db5665a7bd15992a9562c97fff8d86d97b2e5b2 100644 (file)
@@ -1,5 +1,6 @@
 #pragma once
 #include "vg/vg_m.h"
+#include "vg/vg_framebuffer.h"
 #include "skaterift.h"
 #include "render.h"
 
@@ -10,13 +11,13 @@ static inline void depth_compare_bind(
       vg_camera *cam )
 {
    uTexSceneDepth( 5 );
-   render_fb_bind_texture( gpipeline.fb_main, 2, 5 );
+   vg_framebuffer_bind_texture( g_render.fb_main, 2, 5 );
    v3f inverse;
-   render_fb_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 );
-   render_fb_inverse_ratio( NULL, inverse );
+   vg_framebuffer_inverse_ratio( NULL, inverse );
    inverse[2] = cam->farz-cam->nearz;
    uInverseRatioMain( inverse );
 }