-#if 0
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-#endif
+VG_STATIC void render_world_position( world_instance *world, camera *cam )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_scene_position_use();
+ shader_scene_position_uCamera( cam->transform[3] );
+ shader_scene_position_uPv( cam->mtx.pv );
+ shader_scene_position_uPvmPrev( cam->mtx_prev.pv );
+ shader_scene_position_uMdl( identity_matrix );
+ world_link_lighting_ub( world, _shader_scene_position.id );
+
+ mesh_bind( &world->mesh_geo );
+ mesh_draw( &world->mesh_geo );