}
VG_STATIC void bind_terrain_noise(void);
+VG_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,
+ GLuint shader, GLuint location,
+ int slot );
+
VG_STATIC void render_world_routes( world_instance *world, camera *cam )
{
m4x3f identity_matrix;
shader_scene_route_use();
shader_scene_route_uTexGarbage(0);
- world_link_lighting_ub( world, _shader_scene_route.id, 2 );
+ world_link_lighting_ub( world, _shader_scene_route.id );
+ world_bind_position_texture( world, _shader_scene_route.id,
+ _uniform_scene_route_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_route.id,
+ _uniform_scene_route_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_route.id,
+ _uniform_scene_route_uLightsIndex, 4 );
bind_terrain_noise();
shader_scene_route_uPv( cam->mtx.pv );