world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain );
}
-VG_STATIC void render_sky( camera *cam )
+VG_STATIC void render_sky( world_instance *world, camera *cam )
{
/*
* Modify matrix to remove clipping and view translation
shader_model_sky_uPv( pv );
shader_model_sky_uPvmPrev( pv_prev );
shader_model_sky_uTexGarbage(0);
- shader_model_sky_uTime( world_global.sky_time );
+ world_link_lighting_ub( world, _shader_model_sky.id );
vg_tex2d_bind( &tex_terrain_noise, 0 );
VG_STATIC void render_world( world_instance *world, camera *cam )
{
- render_sky( cam );
+ render_sky( world, cam );
render_world_routes( world, cam );
render_world_standard( world, cam );