- 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 );
+VG_STATIC void render_terrain( world_instance *world, camera *cam )
+{
+ shader_scene_terrain_use();
+ shader_scene_terrain_uTexGarbage(0);
+ shader_scene_terrain_uTexGradients(1);
+
+ world_link_lighting_ub( world, _shader_scene_terrain.id );
+ world_bind_position_texture( world, _shader_scene_terrain.id,
+ _uniform_scene_terrain_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_terrain.id,
+ _uniform_scene_terrain_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_terrain.id,
+ _uniform_scene_terrain_uLightsIndex, 4 );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
+
+ shader_scene_terrain_uPv( cam->mtx.pv );
+ shader_scene_terrain_uCamera( cam->transform[3] );
+
+ struct world_pass pass = {
+ .shader = k_shader_terrain_blend,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_terrain,
+ .fn_set_mdl = shader_scene_terrain_uMdl,
+ .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
+}
+
+VG_STATIC void render_sky( world_instance *world, camera *cam )
+{
+ /*
+ * Modify matrix to remove clipping and view translation
+ */
+ m4x4f v,
+ v_prev,
+ pv,
+ pv_prev;
+
+ m4x4_copy( cam->mtx.v, v );
+ m4x4_copy( cam->mtx_prev.v, v_prev );
+ v3_zero( v[3] );
+ v3_zero( v_prev[3] );
+
+ m4x4_copy( cam->mtx.p, pv );
+ m4x4_copy( cam->mtx_prev.p, pv_prev );
+ m4x4_reset_clipping( pv, cam->farz, cam->nearz );
+ m4x4_reset_clipping( pv_prev, cam->farz, cam->nearz );
+
+ m4x4_mul( pv, v, pv );
+ m4x4_mul( pv_prev, v_prev, pv_prev );