glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
- render_fb_bind( &world->heightmap, 0 );
+ vg_framebuffer_bind( world->heightmap, 1.0f );
shader_blitcolour_use();
shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
render_fsquad();
surf->info = *(mdl_material *)mdl_arritm( &world->meta.materials, i );
surf->flags = 0;
+ if( surf->info.shader == k_shader_water )
+ {
+ struct shader_props_water *props = surf->info.props.compiled;
+ world->ub_lighting.g_water_fog = props->fog_scale;
+ }
+
if( surf->info.shader == k_shader_standard_cutout ||
surf->info.shader == k_shader_foliage )
{