#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;
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,
+VG_STATIC void render_world( world_instance *world, camera *cam,
int layer_depth );
VG_STATIC void render_world_cubemaps( world_instance *world );