void HUD::Render(DirectionalLighting &program) {
if (block_visible) {
program.SetLightDirection({ 1.0f, 3.0f, 5.0f });
+ // disable distance fog
+ program.SetFogDensity(0.0f);
GLContext::ClearDepthBuffer();
program.SetMVP(block_transform, view, projection);
block.Draw();