#include "shaders/vblend.h"
#endif
-VG_STATIC void render_water_texture( world_instance *world, camera *cam );
+VG_STATIC void render_water_texture( world_instance *world, camera *cam,
+ int layer_depth );
VG_STATIC void render_water_surface( world_instance *world, camera *cam );
-VG_STATIC void render_world( world_instance *world, camera *cam );
+VG_STATIC void render_world( world_instance *world, camera *cam,
+ int layer_depth );
VG_STATIC void render_world_depth( world_instance *world, camera *cam );
#ifndef RENDER_H
*/
"water_reflection",
.link = &gpipeline.fb_water_reflection,
- .resolution_div = 3,
+ .resolution_div = 2,
.attachments =
{
{
*/
"water_beneath",
.link = &gpipeline.fb_water_beneath,
- .resolution_div = 4,
+ .resolution_div = 2,
.attachments =
{
{
"colour", k_framebuffer_attachment_type_colour,
- .internalformat = GL_RGBA,
- .format = GL_RGBA,
+ .internalformat = GL_RED,
+ .format = GL_RED,
.type = GL_UNSIGNED_BYTE,
.attachment = GL_COLOR_ATTACHMENT0
},