#scope_file char_pos : Vector3 = .{0.0, 1.5, 0.0}; rotation : float = 0.0; cam : Camera = .{ far = 2000.0, near = 1.0, target = .{0.0, 0.0, 0.0}, position = .{3.0, 5.0, 3.0} }; world : World; #scope_export game_init :: () { world.ground[500][500] = .GRASS; world.ground[500][501] = .GRASS; world.ground[500][499] = .GRASS; world.ground[499][500] = .GRASS; world.ground[500][500] = .GRASS; world.ground[501][500] = .GRASS; } game_tick :: () { } game_draw :: () { if !is_in_reflection_pass then update_image_from_ground(*world, *gPipelines.plane.bind.images[1]); if is_in_reflection_pass { cam.position.y *= -1; cam.target.y *= -1; } draw_sky(*cam); if !is_in_reflection_pass then draw_ground_plane(*cam, *world.conf); if is_in_reflection_pass { cam.position.y *= -1; cam.target.y *= -1; } }