VG_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,
+ GLuint shader, GLuint location,
+ int slot );
/*
* Does not write motion vectors
world_link_lighting_ub( world, _shader_scene_water.id );
world_bind_position_texture( world, _shader_scene_water.id,
_uniform_scene_water_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_water.id,
+ _uniform_scene_water_uLightsArray, 4 );
render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
shader_scene_water_uTexBack( 3 );
world_link_lighting_ub( world, _shader_scene_water_fast.id );
world_bind_position_texture( world, _shader_scene_water_fast.id,
_uniform_scene_water_fast_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_water_fast.id,
+ _uniform_scene_water_fast_uLightsArray, 4 );
m4x3f full;
m4x3_identity( full );