+ shader_terrain_use();
+ shader_terrain_uTexGarbage(0);
+ shader_terrain_uTexGradients(1);
+
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+ vg_tex2d_bind( &tex_terrain_colours, 1 );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+ shader_terrain_uPv( projection );
+ shader_terrain_uMdl( identity_matrix );
+ shader_terrain_uCamera( camera );
+ shader_terrain_uPlane( (v4f){ 0.0f,1.0f,0.0f, wrender.height } );
+}
+
+static void render_sky(m4x3f camera)
+{
+ m4x4f projection, full;
+ pipeline_projection( projection, 0.4f, 1000.0f );
+
+ m4x3f inverse;
+ m3x3_transpose( camera, inverse );
+ v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
+ m4x3_expand( inverse, full );
+ m4x4_mul( projection, full, full );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );