+void HUD::Render(DirectionalLighting &world_prog, BlendedSprite &sprite_prog) noexcept {
+ world_prog.Activate();
+ world_prog.SetLightDirection({ 1.0f, 3.0f, 5.0f });
+ // disable distance fog
+ world_prog.SetFogDensity(0.0f);
+ GLContext::ClearDepthBuffer();
+
+ GLContext::EnableInvertBlending();
+ world_prog.SetMVP(crosshair_transform, view, projection);
+ crosshair.Draw();
+