glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
- if( shader == k_board_shader_player ){
+ if( shader == k_board_shader_player )
+ {
shader_model_board_view_use();
shader_model_board_view_uTexMain( 0 );
shader_model_board_view_uCamera( cam->transform[3] );
shader_model_board_view_uPv( cam->mtx.pv );
- shader_model_board_view_uDepthCompare(1);
+ shader_model_board_view_uDepthMode(1);
depth_compare_bind(
shader_model_board_view_uTexSceneDepth,
shader_model_board_view_uInverseRatioDepth,
WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
}
- else if( shader == k_board_shader_entity ){
+ else if( shader == k_board_shader_entity )
+ {
shader_model_entity_use();
shader_model_entity_uTexMain( 0 );
shader_model_entity_uCamera( cam->transform[3] );
shader_model_character_view_uTexMain( 0 );
shader_model_character_view_uCamera( cam->transform[3] );
shader_model_character_view_uPv( cam->mtx.pv );
-
- shader_model_character_view_uDepthCompare( depth_compare );
- if( depth_compare ){
+ shader_model_character_view_uDepthMode( depth_compare );
+ if( depth_compare )
+ {
depth_compare_bind(
shader_model_character_view_uTexSceneDepth,
shader_model_character_view_uInverseRatioDepth,