// TODO: extend to nearby bodies as well
for (auto c : cam.Reference().Creatures()) {
assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
+ assets.shaders.creature_skin.SetBaseColor(c->BaseColor());
+ assets.shaders.creature_skin.SetHighlightColor(c->HighlightColor());
c->Draw(viewport);
}