+ glDisable(GL_CULL_FACE);
+ scene_bind( &world.foliage );
+ scene_draw( &world.foliage );
+ glEnable(GL_CULL_FACE);
+}
+
+static void render_lowerdome( 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 );
+
+ shader_planeinf_use();
+ shader_planeinf_uMdl(identity_matrix);
+ shader_planeinf_uPv(full);
+ shader_planeinf_uCamera(camera[3]);
+ shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f, water_height()} );
+
+ mdl_draw_submesh( &world.dome_lower );
+}
+
+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 );
+
+ shader_sky_use();
+ shader_sky_uMdl(identity_matrix);
+ shader_sky_uPv(full);
+ shader_sky_uTexGarbage(0);
+ shader_sky_uTime( vg_time );
+
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+
+ glDepthMask( GL_FALSE );
+ glDisable( GL_DEPTH_TEST );
+
+ mesh_bind( &world.skydome );
+ mdl_draw_submesh( &world.dome_upper );
+
+ glEnable( GL_DEPTH_TEST );
+ glDepthMask( GL_TRUE );
+}
+
+static void render_world( m4x4f projection, m4x3f camera )
+{
+ render_sky( camera );
+ render_world_vb( projection, camera[3] );
+ render_terrain( projection, camera[3] );
+}
+
+static void render_world_depth( m4x4f projection, m4x3f camera )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_gpos_use();
+ shader_gpos_uCamera( camera[3] );
+ shader_gpos_uPv( projection );
+ shader_gpos_uMdl( identity_matrix );
+
+ scene_bind( &world.geo );
+ scene_draw( &world.geo );
+
+#if 0
+ glDisable(GL_CULL_FACE);
+ scene_bind( &world.foliage );
+ scene_draw( &world.foliage );
+ glEnable(GL_CULL_FACE);
+#endif