return;
/* Draw reflection buffa */
- render_fb_bind( gpipeline.fb_water_reflection, 1 );
+ vg_framebuffer_bind( gpipeline.fb_water_reflection, k_render_scale );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
/*
* Create beneath view matrix
*/
vg_camera beneath_cam;
- render_fb_bind( gpipeline.fb_water_beneath, 1 );
+ vg_framebuffer_bind( gpipeline.fb_water_beneath, k_render_scale );
glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
if( !world->water.enabled )
return;
- if( vg.quality_profile == k_quality_profile_high ){
+ if( vg.quality_profile == k_quality_profile_high )
+ {
/* Draw surface */
shader_scene_water_use();
- render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
+ vg_framebuffer_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
shader_scene_water_uTexMain( 0 );
glActiveTexture( GL_TEXTURE1 );
WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water );
- render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 5 );
+ vg_framebuffer_bind_texture( gpipeline.fb_water_beneath, 0, 5 );
shader_scene_water_uTexBack( 5 );
shader_scene_water_uTime( world_static.time );
shader_scene_water_uCamera( cam->transform[3] );