shader_model_character_view_uPv( cam->mtx.pv );
world_instance *world = get_active_world();
- world_link_lighting_ub( world, _shader_model_character_view.id, 2 );
+ world_link_lighting_ub( world, _shader_model_character_view.id );
+ world_bind_position_texture( world, _shader_model_character_view.id,
+ _uniform_model_character_view_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_model_character_view.id,
+ _uniform_model_character_view_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_model_character_view.id,
+ _uniform_model_character_view_uLightsIndex, 4 );
glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
player->playeravatar->sk.bone_count,