+ // Draw background
+
+ if(0){
+
+ SHADER_USE( shader_background );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_background, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
+
+ glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -50, -50, 100 );
+
+ draw_mesh( 0, 2 );
+
+ }
+
+