refactor (reduction)
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.c
index fca39720e0aa5ad119da60e34adf18d18a95f55e..87b5a62490ca51a9a244dd886b65348ecb90d3eb 100644 (file)
@@ -12,7 +12,7 @@
 #include "shaders/scene_water_fast.h"
 #include "scene.h"
 
-VG_STATIC void world_water_init(void)
+static void world_water_init(void)
 {
    vg_info( "world_water_init\n" );
    shader_scene_water_register();
@@ -25,27 +25,27 @@ VG_STATIC void world_water_init(void)
    vg_success( "done\n" );
 }
 
-VG_STATIC void water_set_surface( world_instance *world, float height )
+static void water_set_surface( world_instance *world, float height )
 {
    world->water.height = height;
    v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane );
 }
 
-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 );
 
 /*
  * Does not write motion vectors
  */
-VG_STATIC void render_water_texture( world_instance *world, camera *cam,
+static void render_water_texture( world_instance *world, camera *cam,
                                      int layer_depth )
 {
    if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
@@ -121,7 +121,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam,
    //glViewport( 0,0, g_render_x, g_render_y );
 }
 
-VG_STATIC void render_water_surface( world_instance *world, camera *cam )
+static void render_water_surface( world_instance *world, camera *cam )
 {
    if( !world->water.enabled )
       return;