+ */
+ glRotatef(-cam_theta, 0, 1, 0);
+ glRotatef(-cam_phi, 1, 0, 0);
+ glTranslatef(0, 0, cam_dist);
+
+ glUseProgram(sdr);
+ glUniform1f(uloc_aspect, win_aspect);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex2f(-1, -1);
+ glTexCoord2f(1, 0);
+ glVertex2f(1, -1);
+ glTexCoord2f(1, 1);
+ glVertex2f(1, 1);
+ glTexCoord2f(0, 1);
+ glVertex2f(-1, 1);
+ glEnd();
+
+ vignette(0.15, 0.05, 0.15, vgn_offset, vgn_sharp);
+
+ if(dbgtex && dbg_alpha > 0.0) {
+ glUseProgram(0);
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glScalef(1, -1, 1);
+ overlay_tex(dbgtex, dbg_alpha);
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ }
+
+ if(dbgui) {
+ glUseProgram(0);
+
+ imtk_begin();
+ imtk_layout_start(10, 20);
+ imtk_layout_spacing(10);