-void World::Render(DirectionalLighting &program) {
- program.SetLightDirection(light_direction);
- program.SetFogDensity(fog_density);
- program.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
+void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog) {
+ chunk_prog.Activate();
+ chunk_prog.SetFogDensity(fog_density);
+ chunk_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords())));