#include "shaders/blit.h"
#include "shaders/blitblur.h"
+#include "shaders/blitcolour.h"
+
+#if 0
#include "shaders/standard.h"
#include "shaders/vblend.h"
+#endif
VG_STATIC void render_water_texture( camera *cam );
VG_STATIC void render_water_surface( camera *cam );
int g_light_count;
int g_light_preview;
int g_shadow_samples;
+
+ v4f g_point_light_positions[32];
+ v4f g_point_light_colours[32];
}
ub_world_lighting;
{
shader_blit_register();
shader_blitblur_register();
- shader_standard_register();
- shader_vblend_register();
+ shader_blitcolour_register();
vg_acquire_thread_sync();
{