+ Material *m = object->material;
+
+ /* setting uniforms for material */
+
+ if(diff_loc != -1)
+ sprog->set_uniformf(diff_loc, m->diffuse.x, m->diffuse.y, m->diffuse.z, 1);
+
+ if(spec_loc != -1)
+ sprog->set_uniformf(spec_loc, m->specular.x, m->specular.y, m->specular.z, 1);
+
+ if(shin_loc != -1)
+ sprog->set_uniformf(shin_loc, m->shininess);
+
+ if(fog_loc != -1)
+ sprog->set_uniformf(fog_loc, fog_density);
+
+ /* texture */
+
+ if(m->dtex)
+ m->dtex->bind(0);
+
+ /* setting uniforms for matrices */
+
+ Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
+ if(mmviewproj_loc != -1)
+ sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
+
+ Mat4 mview = object->transform * camera->get_view_matrix();
+ if(mview_loc != -1)
+ sprog->set_uniform_matrix(mview_loc, mview);
+
+ Mat4 mmod = object->transform.upper3x3();
+ if(mmod_loc != -1)
+ sprog->set_uniform_matrix(mmod_loc, mmod);
+
+ object->mesh->draw();
+
+ // debug
+#ifdef DRAW_NORMALS
+ if(nprog) {
+ int loc = nprog->get_uniform_location("mmviewproj");
+ if(loc != -1) {
+ nprog->set_uniform_matrix(loc, mmviewproj);
+ }
+ nprog->use();
+ object->mesh->draw_normals(1.0);
+ }
+#endif
+}
+
+void Renderer::set_sky_tex(Texture *stex)
+{
+ if(!skymesh) {
+ skymesh = gfx_create_mesh();
+ gen_geosphere(skymesh, 1, 0);
+ }
+ if(!skyprog) {
+ if(!(skyprog = sdr_man->create_shader_program("sky.v.glsl", "sky.f.glsl")))
+ return;
+ if((viewproj_loc = skyprog->get_uniform_location("mviewproj") == -1))
+ return;
+ }
+ skytex = stex;
+}
+
+void Renderer::set_diffuse_sky_tex(Texture *dstex)
+{
+ dskytex = dstex;
+}
+
+void Renderer::draw_skybox() const
+{
+ if(!skymesh || !skytex)
+ return;
+
+ gfx_zbuffer(false);
+ gfx_cull_face(GFX_CULL_NONE);
+
+ skytex->bind();
+ skyprog->use();
+
+ Mat4 mviewproj;
+ mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
+ skyprog->set_uniform_matrix(viewproj_loc, mviewproj);
+
+ skymesh->draw();
+
+ gfx_cull_face(GFX_CULL_BACK);
+ gfx_zbuffer(true);