grid based
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index c16e2c556f60caa9864826f46cc6396778998b7c..9e282be89f6eaf459aef241107c8aeee4345bbf7 100644 (file)
@@ -38,6 +38,12 @@ VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader );
 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 );
+VG_STATIC void world_bind_light_index( world_instance *world,
+                                       GLuint shader, GLuint location, 
+                                       int slot );
 
 /*
  * Does not write motion vectors
@@ -135,6 +141,10 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
       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 );
+      world_bind_light_index( world, _shader_scene_water.id,
+                              _uniform_scene_water_uLightsIndex, 5 );
 
       render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
       shader_scene_water_uTexBack( 3 );
@@ -182,6 +192,8 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
       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 );