#include "render.h"
#include "camera.h"
-#include "shaders/gatelq.h"
+#include "shaders/model_gate.h"
#include "world_water.h"
-
VG_STATIC void gate_transform_update( teleport_gate *gate )
{
m4x3f to_local;
{
vg_info( "world_gates_init\n" );
- shader_gatelq_register();
+ shader_model_gate_register();
vg_linear_clear( vg_mem.scratch );
mdl_context *mgate = mdl_load_full( vg_mem.scratch, "models/rs_gate.mdl" );
m4x3_copy( gate->to_world, gate_xform );
m4x3_scalev( gate_xform, (v3f){ gate->dims[0], gate->dims[1], 1.0f } );
- shader_gatelq_use();
- shader_gatelq_uPv( cam->mtx.pv );
- shader_gatelq_uMdl( gate_xform );
- shader_gatelq_uCam( cam->pos );
- shader_gatelq_uTime( vg.time*0.25f );
- shader_gatelq_uInvRes( (v2f){
+ shader_model_gate_use();
+ shader_model_gate_uPv( cam->mtx.pv );
+ shader_model_gate_uMdl( gate_xform );
+ shader_model_gate_uCam( cam->pos );
+ shader_model_gate_uTime( vg.time*0.25f );
+ shader_model_gate_uInvRes( (v2f){
1.0f / (float)vg.window_x,
1.0f / (float)vg.window_y });