glBlendEquation(GL_FUNC_ADD);
mesh_bind( &world.mesh_water );
- mesh_draw( &world.mesh_water );
+
+ for( int i=0; i<world.material_count; i++ )
+ {
+ struct world_material *mat = &world.materials[i];
+
+ if( mat->info.shader == k_shader_water )
+ {
+ shader_water_uShoreColour( mat->info.colour );
+ shader_water_uOceanColour( mat->info.colour1 );
+
+ mdl_draw_submesh( &mat->sm_no_collide );
+ }
+ }
glDisable(GL_BLEND);
}