shader vacuuming
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index 9709c43bebb8e6047f1602ca4b376168f930a7f0..a86d4ee0d06cfee68c7a52525fbb2916c441c32f 100644 (file)
@@ -91,6 +91,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam )
     */
    camera beneath_cam;
    render_fb_bind( gpipeline.fb_water_beneath );
+   glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    m4x3_copy( cam->transform, beneath_cam.transform );