- pipeline.add_renderable_for_pass(*overlay, "overlay");
-
- light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
- light.set_diffuse(GL::Color(0.9));
- lighting.set_ambient(GL::Color(0.4));
- lighting.attach(0, light);
-
- 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();