PLAYER_API void player__render( camera *cam, player_instance *player )
{
- shader_viewchar_use();
+ shader_model_character_view_use();
vg_tex2d_bind( player->playertex, 0 );
- shader_viewchar_uTexMain( 0 );
- shader_viewchar_uCamera( cam->transform[3] );
- shader_viewchar_uPv( cam->mtx.pv );
- shader_link_standard_ub( _shader_viewchar.id, 2 );
- glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
+ shader_model_character_view_uTexMain( 0 );
+ shader_model_character_view_uCamera( cam->transform[3] );
+ shader_model_character_view_uPv( cam->mtx.pv );
+ shader_link_standard_ub( _shader_model_character_view.id, 2 );
+ glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
player->playeravatar->sk.bone_count,
0,
(float *)player->playeravatar->sk.final_mtx );