+ pipeline.add_renderable(sky);
+ pipeline.add_renderable_for_pass(shadow, 0);
+ pipeline.add_renderable_for_pass(layout.get_scene(), "translucent");
+
+ GL::Pipeline::Pass *pass = &pipeline.add_pass("sky");
+ pass->set_lighting(&layout.get_lighting());
+
+ pass = &pipeline.add_pass(0);
+ pass->set_lighting(&layout.get_lighting());
+ pass->set_depth_test(&GL::DepthTest::lequal());
+
+ pass = &pipeline.add_pass("translucent");
+ pass->set_lighting(&layout.get_lighting());
+ pass->set_depth_test(&GL::DepthTest::lequal());
+ pass->set_blend(&GL::Blend::alpha());