}
}
-VG_STATIC void bind_terrain_textures(void);
+VG_STATIC void bind_terrain_noise(void);
VG_STATIC void render_world_routes( m4x4f projection, v3f camera )
{
m4x3f identity_matrix;
shader_route_use();
shader_route_uTexGarbage(0);
shader_link_standard_ub( _shader_route.id, 2 );
- bind_terrain_textures();
+ bind_terrain_noise();
shader_route_uPv( projection );
shader_route_uMdl( identity_matrix );