May I ask yet another dumb question?

In the first rendering pass of default terrain rendering, we use default.vert 
and terrain-nocolor.frag as shaders. I have so far mindlessly copied the first 
pass since I had no real clue as to what it is for. Its purpose seems to be to 
establish that faraway scenery is not rendered in front of nearby scenery (I 
think Fred called this 'initializing the z-buffer'). 

My question is - why do we use shaders which texture and fog the terrain at 
this stage? Every texture2D() statement seems to cost me ~12% of my framerate. 
I've experimentally replaced default.vert and terrain-nocolor.frag by 
trivial.vert which is just ftransform(); and trivial.frag which is just 
gl_FragColor = vec4 (1.0, 1.0, 1.0, 1.0);, and apart from my ~12% increase in 
framerate I haven't seen any bad side effects - the z-ordering of scenery looks 
sane, fogging, texturing and colors work normal,...

So, was there a reason we texture and fog during the first pass and should I 
see any unexpected side effects, or can I simply use the trivial shaders and 
get my 12% framerate?

Thanks,

* Thorsten

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