- GL::PipelinePass &pass = pipeline.add_pass(0);
- pass.depth_test = &GL::DepthTest::lequal();
- pass.lighting = &lighting;
+ GL::PipelinePass *pass = &pipeline.add_pass(0);
+ pass->depth_test = &GL::DepthTest::lequal();
+ pass->lighting = &lighting;
+
+ pass = &pipeline.add_pass("unlit");
+ pass->depth_test = &GL::DepthTest::lequal();