- GL::PipelinePass *pass = &pipeline.add_pass(0);
- pass->lighting = &layout.get_lighting();
- pass->depth_test = &GL::DepthTest::lequal();
+ GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
+ pass->set_lighting(&layout.get_lighting());
+ pass->set_depth_test(&GL::DepthTest::lequal());