glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
#else
shader_gatelq_use();
- shader_gatelq_uPv( vg_pv );
+ shader_gatelq_uPv( vg.pv );
shader_gatelq_uMdl( gate_xform );
shader_gatelq_uCam( viewpos );
- shader_gatelq_uTime( vg_time*0.25f );
+ shader_gatelq_uTime( vg.time*0.25f );
shader_gatelq_uInvRes( (v2f){
- 1.0f / (float)vg_window_x,
- 1.0f / (float)vg_window_y });
+ 1.0f / (float)vg.window_x,
+ 1.0f / (float)vg.window_y });
glEnable( GL_STENCIL_TEST );
glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );