Hey Campbell, nice :)

I tested the sphere case and it needs a lot of subdivisions to make
gouraud artifacts invisible (To check this quickly you can add a
sphere and a simple gradient texture). My suggestion would be to
either use a shader for this or 3 quads (one nadir colour, one zenith
colour and one with blend between them) and draw based on angle of
viewport z axis with world z.

The patch you posted is oriented towards drawing the world settings in
the viewport. So a question is: Is this simply a cosmetic and
orientation indication, or something more tied to the world settings?
Possibly all three can be added but we'd better define this.
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