move location of main camera to g_render
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.c
index 664a6e34f6ee8d7e97dde0106be91f0a45834eb8..3d95f09956599094f1c668ad3075bd6162176363 100644 (file)
@@ -51,7 +51,7 @@ void render_water_texture( world_instance *world, vg_camera *cam )
       return;
 
    /* Draw reflection buffa */
-   vg_framebuffer_bind( gpipeline.fb_water_reflection, k_render_scale );
+   vg_framebuffer_bind( g_render.fb_water_reflection, k_render_scale );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    /* 
@@ -97,7 +97,7 @@ void render_water_texture( world_instance *world, vg_camera *cam )
     * Create beneath view matrix
     */
    vg_camera beneath_cam;
-   vg_framebuffer_bind( gpipeline.fb_water_beneath, k_render_scale );
+   vg_framebuffer_bind( g_render.fb_water_beneath, k_render_scale );
    glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
@@ -130,7 +130,7 @@ void render_water_surface( world_instance *world, vg_camera *cam )
       /* Draw surface */
       shader_scene_water_use();
       
-      vg_framebuffer_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
+      vg_framebuffer_bind_texture( g_render.fb_water_reflection, 0, 0 );
       shader_scene_water_uTexMain( 0 );
    
       glActiveTexture( GL_TEXTURE1 );
@@ -143,7 +143,7 @@ void render_water_surface( world_instance *world, vg_camera *cam )
 
       WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water );
 
-      vg_framebuffer_bind_texture( gpipeline.fb_water_beneath, 0, 5 );
+      vg_framebuffer_bind_texture( g_render.fb_water_beneath, 0, 5 );
       shader_scene_water_uTexBack( 5 );
       shader_scene_water_uTime( world_static.time );
       shader_scene_water_uCamera( cam->transform[3] );