- GL::Light &sun = resources.get<GL::Light>("Sun.light");
- sky = make_unique<GL::Sky>(content, sun);
-
- unsigned shadow_size = 8192;
- shadow_seq = make_unique<GL::Sequence>(shadow_size, shadow_size);
- GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
- step->set_depth_test(&GL::DepthTest::lequal());
-
- shadow_map = make_unique<GL::ShadowMap>(shadow_size, *sky, sun, *shadow_seq);
- shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
-