free(msky);
}
-static void render_terrain(m4x4f projection)
+static void render_terrain(m4x4f projection, v3f camera)
{
shader_terrain_use();
shader_terrain_uTexGarbage(0);
m4x3_identity( identity_matrix );
shader_terrain_uPv( projection );
shader_terrain_uMdl( identity_matrix );
+ shader_terrain_uCamera( camera );
}
static void render_sky(m4x3f camera)
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);