- env_seq = make_unique<GL::Sequence>();
- env_seq->set_clear_enabled(true);
- env_seq->set_debug_name("Environment sequence");
-
- global_env = make_unique<GL::EnvironmentMap>(32, GL::RGB16F, 2, content, *env_seq);
- global_env->set_fixed_position(GL::Vector3(0.0f, 0.0f, 0.0f));
- global_env->set_debug_name("Global environment");
-
- sky = make_unique<GL::Sky>(*global_env, sun);
- sky->set_debug_name("Sky");
-
- shadow_seq = make_unique<GL::Sequence>();
- shadow_seq->set_clear_enabled(true);
- shadow_seq->set_debug_name("Shadow sequence");
- GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
- step->set_depth_test(GL::LEQUAL);
-
- shadow_seq_thsm = make_unique<GL::Sequence>();
- shadow_seq_thsm->set_clear_enabled(true);
- shadow_seq_thsm->set_debug_name("Shadow sequence");
- step = &shadow_seq_thsm->add_step("shadow_thsm", content);
- step->set_depth_test(GL::LEQUAL);
-
- shadow_map = make_unique<GL::ShadowMap>(6144, 4096, *sky, lighting);
- shadow_map->set_debug_name("Shadow map");
- shadow_map->add_light(sun, 4096, *shadow_seq);
- shadow_map->add_light(resources.get<GL::PointLight>("Wisp.light"), 2048, *shadow_seq_thsm);
- shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
-