+ shader_scene_standard_use();
+ shader_scene_standard_uTexGarbage(0);
+ shader_scene_standard_uTexMain(1);
+ shader_scene_standard_uPv( cam->mtx.pv );
+
+ world_link_lighting_ub( world, _shader_scene_standard.id );
+ world_bind_position_texture( world, _shader_scene_standard.id,
+ _uniform_scene_standard_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_standard.id,
+ _uniform_scene_standard_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_standard.id,
+ _uniform_scene_standard_uLightsIndex, 4 );
+
+ bind_terrain_noise();
+ shader_scene_standard_uCamera( cam->transform[3] );
+
+ struct world_pass pass = {
+ .shader = k_shader_standard,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_standard_uMdl,
+ .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
+}
+
+VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
+{
+ shader_scene_standard_alphatest_use();
+ shader_scene_standard_alphatest_uTexGarbage(0);
+ shader_scene_standard_alphatest_uTexMain(1);
+ shader_scene_standard_alphatest_uPv( cam->mtx.pv );