added scene_vert struct, result is good
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index af20830cd0f6d388ca7abcdb58bba139769d5bf9..e1c17c828ee9824e4408b3869a470459bc8d36c0 100644 (file)
@@ -8,8 +8,9 @@
 #include "camera.h"
 #include "world.h"
 
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
-                                 .flags = VG_TEXTURE_NEAREST };
+/* FIXME */
+VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+                                         .flags = VG_TEXTURE_NEAREST };
 
 VG_STATIC void world_render_init(void)
 {
@@ -93,6 +94,8 @@ VG_STATIC void render_world_vb( camera *cam )
    shader_vblend_uPvmPrev( cam->mtx_prev.pv );
    shader_vblend_uMdl( identity_matrix );
    shader_vblend_uCamera( cam->transform[3] );
+   shader_vblend_uBoard0( TEMP_BOARD_0 );
+   shader_vblend_uBoard1( TEMP_BOARD_1 );
 
    world_render_both_stages( k_shader_standard_vertex_blend, 
                              bindpoint_diffuse_texture1 );
@@ -113,6 +116,8 @@ VG_STATIC void render_world_standard( camera *cam )
 
    shader_standard_uMdl( identity_matrix );
    shader_standard_uCamera( cam->transform[3] );
+   shader_standard_uBoard0( TEMP_BOARD_0 );
+   shader_standard_uBoard1( TEMP_BOARD_1 );
    
    world_render_both_stages( k_shader_standard,
                              bindpoint_diffuse_texture1 );
@@ -133,6 +138,8 @@ VG_STATIC void render_world_alphatest( camera *cam )
 
    shader_alphatest_uMdl( identity_matrix );
    shader_alphatest_uCamera( cam->transform[3] );
+   shader_alphatest_uBoard0( TEMP_BOARD_0 );
+   shader_alphatest_uBoard1( TEMP_BOARD_1 );
 
    glDisable(GL_CULL_FACE);
    
@@ -168,6 +175,8 @@ VG_STATIC void render_terrain( camera *cam )
 
    shader_terrain_uMdl( identity_matrix );
    shader_terrain_uCamera( cam->transform[3] );
+   shader_terrain_uBoard0( TEMP_BOARD_0 );
+   shader_terrain_uBoard1( TEMP_BOARD_1 );
 
    world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain );
 }