shader_scene_font_uTexGarbage(0);
shader_scene_font_uTexMain(1);
- shader_scene_font_uPv( skaterift.cam.mtx.pv );
+ shader_scene_font_uPv( g_render.cam.mtx.pv );
shader_scene_font_uTime( vg.time );
WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_font );
bind_terrain_noise();
- shader_scene_font_uCamera( skaterift.cam.transform[3] );
+ shader_scene_font_uCamera( g_render.cam.transform[3] );
}
mesh_bind( &font->mesh );
}