+void HUD::Render(Viewport &viewport) noexcept {
+ viewport.ClearDepth();
+
+ DirectionalLighting &world_prog = viewport.HUDProgram();
+ world_prog.SetLightDirection({ 1.0f, 3.0f, 5.0f });
+ // disable distance fog
+ world_prog.SetFogDensity(0.0f);
+
+ viewport.EnableInvertBlending();
+ viewport.SetCursor(glm::vec3(0.0f), Gravity::CENTER);
+ world_prog.SetM(viewport.Cursor());
+ crosshair.Draw();
+