double sky_time, sky_rate, sky_target_rate;
- /* water rendering */
- struct{
- struct framebuffer fbreflect, fbdepth;
- }
- water;
-
v3f render_gate_pos;
struct timer_text{
char text[8];
vg_camera *cam,
ent_spawn *dest_spawn, v4f map_info );
void render_world_gates( world_instance *world, vg_camera *cam );
-void imgui_world_light_edit( world_instance *world );
+void imgui_world_light_edit( ui_context *ctx, world_instance *world );
#define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER ) \
world_link_lighting_ub( WORLD, _shader_##SHADER.id ); \