/*
* Does not write motion vectors
*/
-VG_STATIC void render_water_texture( world_instance *world, camera *cam )
+VG_STATIC void render_water_texture( world_instance *world, camera *cam,
+ int layer_depth )
{
if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
return;
* Draw world
*/
glCullFace( GL_FRONT );
- render_world( world, &water_cam );
+ render_world( world, &water_cam, layer_depth );
glCullFace( GL_BACK );
/*