public SkyboxRenderer(SkyboxShader _shader, Matrix4 projectionMatrix)
        {
            start           = Settings.GetSetting(Settings.ConfigSettings.SKYBOX_FILE_PREFIX);
            cube            = Loader.LoadToVAO(VERTICES, 3);
            skyboxTextureID = Loader.LoadCubeMap(TEXTURES_FILES, start);

            shader = _shader;
            shader.Start();
            shader.LoadProjectionMatrix(projectionMatrix);
            shader.Stop();
        }
 public void Render(Camera camera)
 {
     MasterRenderer.DisableCulling();
     shader.Start();
     shader.LoadViewMatrix(camera.GetViewMatrix());
     shader.LoadTransformationMatrix(camera.gameObject.transform.TransformationMatrixTranslation());
     GL.BindVertexArray(cube.vaoID);
     GL.EnableVertexAttribArray(0);
     GL.ActiveTexture(TextureUnit.Texture0);
     GL.BindTexture(TextureTarget.TextureCubeMap, skyboxTextureID);
     GL.DrawArrays(PrimitiveType.Triangles, 0, cube.vertexCount);
     GL.DisableVertexAttribArray(0);
     GL.BindVertexArray(0);
     shader.Stop();
     MasterRenderer.EnableCulling();
 }