network oneshots
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 0229b9d5ef756994c9fc6c7d10291075d5e0ce22..a28221fb2af9717ce4f9ba6a79cfe123b4685e4e 100644 (file)
 
 #include "shaders/scene_standard.h"
 #include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_override.h"
 #include "shaders/scene_cubemapped.h"
 #include "shaders/scene_vertex_blend.h"
 #include "shaders/scene_terrain.h"
 #include "shaders/scene_fxglow.h"
 #include "shaders/scene_depth.h"
 #include "shaders/scene_position.h"
+#include "shaders/scene_font.h"
 #include "shaders/model_sky.h"
 
 static const float k_world_light_cube_size = 8.0f;
@@ -58,22 +60,22 @@ struct world_render{
    u32 text_particle_count;
 }
 static world_render;
-VG_STATIC void world_render_init(void);
+static void world_render_init(void);
 
-VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader );
-VG_STATIC void world_bind_position_texture( world_instance *world, 
+static void world_link_lighting_ub( world_instance *world, GLuint shader );
+static void world_bind_position_texture( world_instance *world, 
                                             GLuint shader, GLuint location,
                                             int slot );
-VG_STATIC void world_bind_light_array( world_instance *world,
+static void world_bind_light_array( world_instance *world,
                                        GLuint shader, GLuint location, 
                                        int slot );
-VG_STATIC void world_bind_light_index( world_instance *world,
+static void world_bind_light_index( world_instance *world,
                                        GLuint shader, GLuint location,
                                        int slot );
-VG_STATIC void render_world_position( world_instance *world, camera *cam );
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-VG_STATIC void render_world( world_instance *world, camera *cam,
+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 );
-VG_STATIC void render_world_cubemaps( world_instance *world );
+static void render_world_cubemaps( world_instance *world );
 
 #endif /* WORLD_RENDER_H */