shader_scene_standard_register();
shader_scene_standard_alphatest_register();
+ shader_scene_foliage_register();
shader_scene_override_register();
shader_scene_cubemapped_register();
shader_scene_fxglow_register();
glEnable(GL_CULL_FACE);
}
+static void render_world_foliage( world_instance *world, camera *cam ){
+ shader_scene_foliage_use();
+ shader_scene_foliage_uTexGarbage(0);
+ shader_scene_foliage_uTexMain(1);
+ shader_scene_foliage_uPv( cam->mtx.pv );
+ shader_scene_foliage_uTime( vg.time );
+
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_foliage );
+ bind_terrain_noise();
+
+ shader_scene_foliage_uCamera( cam->transform[3] );
+ glDisable(GL_CULL_FACE);
+ struct world_pass pass = {
+ .shader = k_shader_foliage,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_foliage_uMdl,
+ .fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev,
+ };
+ world_render_both_stages( world, &pass );
+ glEnable(GL_CULL_FACE);
+}
+
static void world_render_challenges( world_instance *world,
struct world_pass *pass, v3f pos ){
if( !world ) return;
render_world_vb( world, cam );
render_world_alphatest( world, cam );
+ render_world_foliage( world, cam );
render_terrain( world, cam );
if( !viewing_from_gate ){