now we're doing a bunch of them
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index a86d4ee0d06cfee68c7a52525fbb2916c441c32f..c16e2c556f60caa9864826f46cc6396778998b7c 100644 (file)
@@ -34,8 +34,10 @@ VG_STATIC void water_set_surface( world_instance *world, float height )
    v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane );
 }
 
-VG_STATIC void world_link_lighting_ub( world_instance *world,
-                                       GLuint shader, int texture_id );
+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 );
 
 /*
  * Does not write motion vectors
@@ -130,7 +132,9 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
             1.0f / (float)vg.window_x,
             1.0f / (float)vg.window_y });
 
-      world_link_lighting_ub( world, _shader_scene_water.id, 2 );
+      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 );
 
       render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
       shader_scene_water_uTexBack( 3 );
@@ -175,7 +179,9 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
       shader_scene_water_fast_uTime( world_global.time );
       shader_scene_water_fast_uCamera( cam->transform[3] );
       shader_scene_water_fast_uSurfaceY( world->water.height );
-      world_link_lighting_ub( world, _shader_scene_water_fast.id, 2 );
+      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 );
 
       m4x3f full;
       m4x3_identity( full );