X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=9e282be89f6eaf459aef241107c8aeee4345bbf7;hb=98b9bcf0e10bc02cf679d03fa269613e140ba878;hp=c16e2c556f60caa9864826f46cc6396778998b7c;hpb=409edea2cf6271956137918e4e0b4f1c2addf620;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index c16e2c5..9e282be 100644 --- a/world_water.h +++ b/world_water.h @@ -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 );