#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();
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) )
//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;