int layer_depth );
static void render_world_cubemaps( world_instance *world );
static void bind_terrain_noise(void);
+static void render_world_override( world_instance *world, m4x3f mmdl );
#define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER ) \
world_link_lighting_ub( WORLD, _shader_##SHADER.id ); \