}
}
+VG_STATIC void bind_terrain_noise(void);
VG_STATIC void sfd_render( m4x4f projection, v3f camera, m4x3f transform )
{
mesh_bind( &world.sfd.mesh_display );
shader_scoretext_uTexGarbage(0);
shader_scoretext_uTexGradients(1);
shader_link_standard_ub( _shader_scoretext.id, 2 );
- bind_terrain_textures();
+ bind_terrain_noise();
vg_tex2d_bind( &tex_scoretext, 1 );
shader_scoretext_uPv( projection );
shader_vblend_uTexGarbage(0);
shader_vblend_uTexGradients(1);
shader_link_standard_ub( _shader_vblend.id, 2 );
- bind_terrain_textures();
+ bind_terrain_noise();
+ vg_tex2d_bind( &tex_scoretext, 1 );
shader_vblend_uPv( projection );
shader_vblend_uMdl( transform );