+VG_STATIC void render_world_standard( m4x4f projection, v3f camera )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_standard_use();
+ shader_standard_uTexGarbage(0);
+ shader_standard_uTexMain(1);
+ shader_link_standard_ub( _shader_standard.id, 2 );
+ bind_terrain_noise();
+
+ shader_standard_uPv( projection );
+ shader_standard_uMdl( identity_matrix );
+ shader_standard_uCamera( camera );
+
+ world_render_both_stages( k_shader_standard,
+ bindpoint_diffuse_texture1 );
+}