#include "shaders/scene_standard.h"
#include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_foliage.h"
#include "shaders/scene_override.h"
#include "shaders/scene_cubemapped.h"
#include "shaders/scene_vertex_blend.h"
#include "shaders/scene_position.h"
#include "shaders/scene_font.h"
#include "shaders/model_sky.h"
+#include "shaders/model_sky_space.h"
static const float k_world_light_cube_size = 8.0f;
int slot );
static void render_world_position( world_instance *world, camera *cam );
static void render_world_depth( world_instance *world, camera *cam );
-static void render_world( world_instance *world, camera *cam,
- int layer_depth );
+static void render_world( world_instance *world, camera *cam,
+ int stenciled, int viewing_from_gate,
+ int with_water, int with_cubemaps );
static void render_world_cubemaps( world_instance *world );
static void bind_terrain_noise(void);
-static void render_world_override( world_instance *world, m4x3f mmdl );
+static void render_world_override( world_instance *world,
+ world_instance *lighting_source,
+ m4x3f mmdl,
+ camera *cam,
+ ent_spawn *dest_spawn, v4f map_info );
#define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER ) \
world_link_lighting_ub( WORLD, _shader_##SHADER.id ); \