+ mat4x4_mul(scene.VP, scene.projection, camera.view);
+
+ vec4 base_sunlight_dir = {0.0f, 0.0f, -1.0f, 1.0f};
+ vec4 sunlight_dir;
+ mat4x4 sunlight_mat;
+ mat4x4_identity(sunlight_mat);
+ mat4x4_rotate(sunlight_mat, sunlight_mat, 1.0f, 0.0f, 0.0f, get_sun_angle() + M_PI / 2.0f);
+ mat4x4_mul_vec4(sunlight_dir, sunlight_mat, base_sunlight_dir);